12 (natural armor)
2 (1d4)
walk 20 ft., swim 20 ft.
Stealth +5
fire
darkvision 30 ft.
Understands Goblin but can't speak
1/4
The toad can breathe air and water.
When the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Ranged attacks against the toad have disadvantage.
When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune.
The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.