Sunday, March 27, 2016

Demon Frog

Hybrid Animal
Hit Dice:
2D8 (8 HP)
Initiative:
+2 (+2 DEX)
Speed:
10 Ft (2 Squares), 25 Ft Fly (5 Squares-Perfect), 25 Ft Swim
Armor Class:
18 (+4 Size, +2 DEX, +2 Natural)
Touch AC:
16
Flat-Footed AC:
16
Base Attack/Grapple:
+1/-6
Attack:
Bite +4 Melee (1D4 Plus Poison)
Full Attack:
Bite +4 Melee (1D4 Plus Poison)
Space/Reach:
2½ Ft X 2½ Ft/0 Ft
Special Attacks:
Poison
Special Qualities:
Amphibious, Darkvision 30 Ft, Fast Healing 1, Immunity to Poison, Low-Light Vision, Water Breathing
Saves:
Fort +3, Ref +4, Will +3
Abilities:
STR 5, DEX 14, CON 10,
INT 5, WIS 13, CHA 9
Skills:
Diplomacy +4, Hide +21, Listen +5, Move Silently +4, Search +3, Spot +5
Feats:
Alertness, Weapon Finesse
Environment:
Temperate Marshes
Organization:
Solitary (1), or Swarm (10D10)
Challenge Rating:
1
Advancement:
--
Level Adjustment:
-- (Improved Hybrid Familiar)
   The name demon frog is actually quite the misnomer, after all, it should be called a Devil Frog or a Devil Toad. A demon frog is actually a cross between an Imp and either a toad or a frog (sages still can’t decide which is the correct classification for this animal). In their current state, they grow up to about 10” tall, and weigh about 4 pounds.
Combat: Demon frogs are craven, but not so timid as to not pass up an opportunity for a surprise attack using their water breathing and poisonous bite for a surprise attack. Then use its incredible speed underwater to dart away from any retaliatory attacks.
Poison: Injury, Fortitude DC 10, Initial Damage 1D2 DEX, secondary damage 2D2 DEX. The save DC is Constitution-Based and includes a +2 Racial Bonus.

Skills: A demon frog’s coloration gives it a +4 racial bonus on Hide checks.

New Feats:

Summon Hybrid Familiar: A wizard taking this feat can obtain a hybrid animal familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
    The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.
Familiar
Special
Babird
+3 to Balance Checks
Demon Mouse
+2 to Fortitude Checks
Flying Squirrel Dog
+2 to Balance, & Substitute DEX for Climb
Meowl
+2 to Move Silently, & +2 to Spot
Squirrel Spider
+2 to Climb, & Substitute DEX for Climb
Turtle Duck
+1 Natural Armor, & +2 to Swim
Turtle Giraffe, Tiny
+1 Natural Armor, & +2 to Swim
    A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
    If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
    A character with more than one class that grants a familiar may have only one familiar at a time.
​​A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
Note: This may be chosen at character creation instead of the more standard Summon Familiar Special Ability for Sorcerers and Wizards.


Improved Hybrid Familiar: As long as you are able to acquire a new familiar, you may choose your new familiar from a non-standard list.
Prerequisite: Ability to acquire a new familiar.
Benefit: When choosing a familiar, the following creatures are also available to you. You may choose any of these familiars without penalty. Their alignment will be changed to your character's alignment once chosen.

Familiar
Special
Demon Frog
+3 to Saving Throws Vs Poison
Dragon Lizard
+2 to saving throws vs attacks similar to the dragon lizard's breath weapon.

   The improved hybrid familiar is magically linked to its master like a normal familiar. The familiar uses the basic statistics for a creature of its kind, as presented here on Bearsharktopus D20.
Hit Dice: Treat as the master's level (for effects related to Hit Dice). Use the Familiar's normal total if it is higher.
Hit Points: One-half of the master's total or the familiar's normal total, whichever is higher.
Attacks: Use the master's base attack bonus, or the familiar's, whichever is higher. Use the Familiar's Dexterity or Strength Modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind.
Special Attacks: The familiar retains all special attacks of its kind.
Special Qualities: The familiar retains all special qualities of its kind.
Saving Throws: The familiar uses their masters' base saves if they are greater than their own.
Skills: Use the normal skills for a creature of this kind.


Author's Note: I will continue to update this as there are hybrid animals to add to these feats.