15 (studded leather)
52 (8d8 + 16)
30 ft., swim 40 ft.
Perception +6, Stealth +6
necrotic, poison
charmed, paralyzed, poisoned
darkvision 60 ft.
Sylvan
6
The toadman can breathe air and water.
The toadman's innate spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). The toadman can innately cast the following spells, requiring no components. • At will: druidcraft, thorn whip • 2/Day: entangle, fog cloud, poison spray, speak with animals • 1/Day: animal messenger, feign death, pass without trace, plant growth, speak with plants, spike growth
The toadman can make a 10 ft. horizontal jump.
The toadman has advantage on saving throws against spells and other magical effects.
The toadman can speak with frogs and toads.
The toadman has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
The toadman makes two attacks, one with his sword and one with his tongue.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 24 (7d6) poison damage, DC 15 Constitution saving throw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.