Toad, Ice (CR 3)

Large Magical Beast (Cold)
Alignment: Often neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +4, and Spot +4

AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Hit Dice: 5d10+15 (37 hp)
Fort +7, Ref +5, Will +1
Speed: 30 ft.
Space: 10 ft./5 ft. (tongue up to 10 ft.)
Base Attack +5; Grapple +13
Attack: Bite +8 melee or tongue +5 ranged
Full Attack: Bite +8 melee or tongue +5 ranged
Damage: Bite 2d6+6, tongue 1d4+4 nonlethal
Special Attacks/Actions: Improved grab, sphere of cold, swallow whole
Abilities: Str 18, Dex 13, Con 17, Int 6, Wis 10, Cha 7
Special Qualities: immunity to cold, vulnerability to fire
Feats: Alertness; Improved Initiative
Skills: Hide +1*, Jump +10, Listen +4, and Spot +4
Advancement: 6-12 HD (Large); 13-15 HD (Huge)
Climate/Terrain: Cold marshes
Organization: Solitary, pair, or colony (3-4)
Treasure: 50% coins; double goods, standard items

Source: Frostburn


Although they are more intelligent than mere animals, ice toads are still too dim for complicated tactics. They attack just about anything, and fight brutally. Like all toads, they attack with their long tongues, using them to drag prey to their mouths.

Improved Grab (Ex): To use this ability, an ice toad must hit a Medium or smaller creature with its tongue attack. If it gets a hold, it begins to drag its target to its mouth. In subsequent rounds, the toad and the target make opposed Strength checks. The toad and the target gain a +4 bonus on this check for each size category larger than Medium, or a -4 penalty for each size category smaller than Medium (an ice toad's usual modifier is +8 for size and Strength). If the ice toad wins the opposed Strength check, the toad drags the victim closer by 1 foot for every point of difference between the check results.

If the victim wins the opposed check, it breaks free. If the distance between the toad and the victim is reduced to 0 (when the victim is drawn into the toad's mouth), the toad immediately makes a bite attack as a free action. The target is considered grappled, and loses any Dexterity bonus to AC.

Toads also have improved grab with their bite attacks. To use this ability, the ice road must hit with its bite attack, either after dragging an opponent to its mouth or simply as a normal melee attack. If it gets a hold, it can swallow whole.

Sphere of Cold (Su): As a standard action, an ice toad can exude a sphere of numbing cold in a 10-foot radius from its body. Creatures within this radius take 3d6 points of cold damage (Fortitude DC 15 half). The save DC is Constitution-based. An ice toad can activate this sphere of cold every other round, starting in the first round of combat.

Swallow Whole (Ex): An ice toad can try to swallow a grabbed opponent that is at least two size categories smaller than it is (that is, Small or smaller). To swallow a creature, the ice road must make a successful grapple check. Once inside, the opponent takes 1d6+6 points of crushing damage plus 1d4 points of acid damage per round. A swallowed creature can cut its way our by using a light slashing weapon to kill the toad from the inside (AC 13).

A Large ice toad can hold one Small, two Tiny, four Diminutive, or eight Fine creatures in its gut. A Huge ice toad can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures in its gut.

Skills: *Ice toads receive a +8 racial bonus on Hide checks in snowy or icy environments. All toads receive a +6 racial bonus on Jump checks.

Cold Subtype

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