Prey smaller than itself. A pond to claim. To be left undisturbed.
Intellect
Dim animal cunning. Waits. Remembers locations and seasonal patterns.
Morality
Never eats children of any species. Waits until they're older, juicier.
Frog Tongue (Natural Weapon): Range 15'; 4 Physical. Counts as melee. If the Strike lands, pull target adjacent to you (or into your mouth if less than half your Size) before dealing Damage.
Poison Skin: Any non-toad creature that Grapples you (or otherwise touches you) or that you successfully bite must Save or be Poisoned for 1 hour (−1 on all Saves, halved Speeds).
Bound: Once per Turn as a Free Action, leap up to 15' in any direction.
Swamp Camouflage: You may always have surprise in a swamp, bog, or marsh.
Imported to Glass from Inner Sea archipelagos as novelty hunting game by bored Lords. Their populations exploded in coastal marshlands after Coraler invasion disrupted control efforts. Now they're a fixture of the wetlands — and occasionally, a shrine-guardian or omen-bearer.
Jesters claim the toads bear messages from water-spirits. Whether this is true or convenient superstition remains unclear, but disturbing a toad's pond is considered inviting misfortune.
Treasure: 2-in-6 chance of swallowed valuables. Roll on Swallowed Treasures table.
Toad Variants
d6
Toad Variants
1–2
Gilded Toad. HD 3, Weight 6#. Golden-yellow hide. Poison skin also inflicts Mind damage. Sought by alchemists. Skin is worth $500 per toad. Roll twice for swallowed treasures.
3–4
Blood Toad. Crimson skin with black warts. Poison causes uncontrollable bleeding (1 damage per minute until treated). Hates sunlight.
5–6
Spirit-Claimed Toad. Eyes glow faintly. A ghost speaks through its croaks. Will not attack those who listen patiently.
Swallowed Treasures
d6
Swallowed Treasures
1
Merchant's purse. 3d6 × $1 in coins, waterlogged trade documents pointing to a nearby Settlement.
2
Jade prayer beads (Value 200 sp). Belonged to a Jester (name carved on a bead).
3
Intact but ammoless windgun pistol.
4
Child's wooden toy boat with a name carved underneath. The child is probably still alive somewhere. Probably.
5
Random potion, or a bag of alchemical reagents worth 3d6 × $10.
6
Small bronze mirror, tarnished. If polished and willed to activate, shows reflections from the current area of up to one day in the past. Cracks after 1d6+1 uses.
The Toad's Omen
d6
The Toad's Omen
1
Three slow croaks, then silence: A death within three days. The pond marks the boundary where it will occur.
2
Rapid staccato ribbits: Betrayal approaches from someone trusted. The louder the croaking, the closer the betrayer.
3
Deep warbling that echoes: A spirit grows angry nearby. Appease it before the next full moon or suffer its attention.
4
Alternating high and low tones: A duel or battle will occur here within the week. The victor will be decided by water.
5
Soft, almost musical croaking: A treasure or secret lies within the pond's vicinity. The toad guards it.
6
Complete silence when it should croak: The toad has been claimed by something worse. Leave immediately and do not look back.