Hypnotoad is a large toad-like creature that has large oscillating multicolored eyes and emits a droning hum. His eyes glow all the time. The toad apparently uses these as a power of hypnotism on surrounding people and animals. Hypnotoad hypnotizes sheep into a pen at a pet contest and then hypnotizes the judges and the audience into awarding it first prize. He is also known to hypnotize crew workers into committing suicide when his show is interrupted and to hypnotize people into writing internet articles about ALL GLORY TO THE HYPNOTOAD.
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Hypnotoad
Small monstrosity, lawful evil
Armor Class 11
Hit Points 14 (4d6)
Speed 30 ft., swim 30 ft.
Abilities Str 10 (+0), Dex 13 (+1), Con 11 (+0), Int 7 (-2), Wis 10 (+0), Cha 20 (+5)
Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
Languages the Hypnotoad understands Common but can’t speak, telepathy 120 ft.
Challenge 1/2 (100 XP)
Amphibious. The Hypnotoad can breathe air and water.
Drone. The Hypnotoad emits a horrid droning sound. All creatures within 30 feet of the Hypnotoad that can hear it have disadvantage on Wisdom saving throws.
Hypnotoadnosis. If a creature starts its turn within 30 feet of Hypnotoad or a televised image of the Hypnotoad and it can see the Hypnotoad’s eyes, the Hypnotoad can force the creature to make a DC 15 Wisdom saving throw if the Hypnotoad isn’t incapacitated. On a failed saving throw, the target is charmed by the Hypnotoad as long as the Hypnotoad remains within sight. The charmed target obeys the Hypnotoad’s commands, can’t take reactions, and has disadvantage on Wisdom (Perception) checks to notice anything other than the Hypnotoad. (Also, it is prone to saying ‘ALL GLORY TO THE HYPNOTOAD’ at regular intervals.) The Hypnotoad can communicate telepathically with the target as long it remains within view of the target. Whenever the charmed target takes damage from any source other than the Hypnotoad or itself, it can repeat the saving throw, ending the effect on itself with a success.
Standing Leap. Hypnotoad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and Hypnotoad can’t bite another target.
Swallow. Hypnotoad makes one bite attack against a Tiny or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Hypnotoad, and it takes 5 (1d4) acid damage at the start of each of Hypnotoad’s turns. Hypnotoad can have only one target swallowed at a time.
If Hypnotoad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
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Thumbnail image by Disney/Fox. Flavor text from Futurama Fandom.