Frog, Firetongue (CR 4)

Tiny Elemental (Fire and Evil)
Alignment: Always neutral evil
Initiative: +3 (Dex); Senses: Listen +4 and Spot +4
Languages: Ignan and Common


AC: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Hit Dice: 1d8+3 (7 hp); DR: 15/cold, magic
Fort +3, Ref +5, Will +0
Speed: 30 ft., fly 60 ft. (good)
Space: 2 ft./5 ft.
Base Attack +0; Grapple -11
Attack: Tongue +5 melee
Full Attack: Tongue +5 melee
Damage: Tongue 2d6 fire damage
Special Attacks/Actions: Ignite blood, light burst
Abilities: Str 4, Dex 16, Con 16, Int 8, Wis 10, Cha 10
Special Qualities: elemental fire subtype, water barriers
Feats: -
Skills: Bluff +4, Listen +4, Move Silently +7, and Spot +4
Advancement: 2-3 HD (Tiny)
Climate/Terrain: Underground and desert
Organization: Solitary, pair or swarm (3-12)
Treasure: None

Source: Dragon #285

Combat

Firetongues usually travel and hunt in small swarms, although it isn't unknown to encounter a lone firetongue. The firetongue frog understands that most creatures have a difficult time harming it, and it sometimes takes advantage of this fact in combat and mocks its enemies. At times, it spends several rounds of combat flying around and taunting its prey with insults and combat feints (using its Bluff skill, see page 64 of the Player's Handbook) before finally going in for the kill. A firetongue attacks with its tongue, a burning lash of fire that can reach targets within 5 feet.

Ignite Blood (Su): The flames that comprise the firetongue frog's burning tongue contain a magic venom that can ignite the blood of living creatures. A creature damaged by a firetongue frog's tongue attack must make a Fortitude saving throw (DC 13) or be subject to the venom. This causes a horrible burning sensation as the victim's blood quickly heats, causing an additional +1d6 points of fire damage per round for 1d4 rounds. Victims can make Fortitude saving throws (DC 13) every round; a successful save negates any additional damage. Magical healing of any sort halts this damage immediately. If a creature is killed by this damage, the body erupts into flame, causing 3d6 points of fire damage to all adjacent creatures. Undead, constructs, and other creatures without blood are immune to the firetongue frog's ignite blood ability.

Lightburst (Su): Once a minute. a firetongue frog can emit a blinding flash of light as a full-round action. Any creature within 5 feet of the frog at this time must make a Fortitude saving throw (DC 13) or be blinded for 3d6 rounds.

Elemental (Ex): The firetongue frog is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits and cannot be flanked. It has darkvision with a range of 60 feet.

Fire Subtype (Ex): Firetongue frogs are immune to fire. They suffer double damage from cold, except on a successful save.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).