Toxicroak (3.5e Monster)

Combat
 (Ex): Toxicroak can breathe both air and water.

 (Ex): As a standard action, Toxicroak may spit a gob of poison out to 20 feet. If it hits with a ranged touch attack, the target must save against poison. The DC is 19 (Con-based with a +2 racial bonus) and deals 1d6 Con damage as primary and secondary damage.

 (Ex): As a move action, Toxicroak can hurl a handful of mud (providing the ground is muddy) as a 20 foot ranged touch attack. If it hits, the foe is blinded for one round.

 (Ex): Toxicroak has one Monk Fighting Style.

 (Ex): Toxicroak can choose one of the following:
 * Fighting Style: Toxicroak gains another Fighting Style and a Master Fighting Style. At 15 HD, it gains a Grand Master Style.
 * Sneak Attack: Toxicroak gains Sneak attack dice as a Rogue of its level, but no other benefits. This only applies to its Slam attacks, nothing else.

 (Su): Toxicroak has a special Armor bonus whenever it is not using armor or shields that it is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of 4 + ½ Toxicroak’s Hit Dice. If Toxicroak wears armor which it is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to its Armored in Life Armor Bonus.

 (Su): Croagunk is particularly weak against Psychic effects. It gains a -10 penalty to save against Psionic effects. If there is no save, it takes double damage and gets angry.

Due to its psychic sensitivity, it can detect psionic creatures within 100 feet. When one is within that distance, it begins to shiver with anticipation.

 (Ex): As a standard action, Toxicroak can initiate a Swords Dance. This greatly increases its combat power, and for the following three rounds, it strikes as though its fists were one size larger, and with a +4 bonus to Strength.

 (Ex): This sneaky move requires a standard action. Toxicroak spits venom onto its fist, then makes a punch. As the spitting can be a distraction to foes, it can make a free feint attempt (Bluff +13), then punch. If it hits, it deals +2d6 Acid damage and the foe must save against Poison. The DC is increased by 4, due to an injury being made so conveniently.

 (Su): Once per 3 rounds, Toxicroak can produce enough acidic sludge to spit up a huge glob. This works like an acid ball within 40 feet, with only a 15 foot radius, and any targets injured must also save against its poison.