Myth & Mire

Barraglox

The Ember Toad

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Type: Huge Beast  
Region: Marrowcrags, Inner Ash Hollows  
Alignment: Unaligned  
Armor Class: 16 (obsidian-plated skin)  
Hit Points: 172 (17d12 + 68)  
Speed: 20 ft. (slow, earth-shaking)  
Challenge: 7  
Senses: Tremorsense 60 ft., Darkvision 60 ft., Passive Perception 13  
Damage Resistances: Fire, Necrotic, Non-magical bludgeoning  
Condition Immunities: Prone, Charmed, Frightened  

“We watched it move through the ash like a coal buried in meat.
Its breath lit the air. Its back was covered in glowing bulbs—some pulsing. Some… popped.”
—Griswold Cain, deep-walk journal (vol. IV)

The Barraglox is a massive, volcanic toad-like beast that dwells in ash-choked fissures and long-dead calderas. Its obsidian-plated skin cracks with heat, and its back pulses with ember-bright fungal sacs—part incubation chamber, part memory vault. It carries an ancient stillness, as if waiting for something that already happened. Some who approach it speak of grief in the air. Others never speak again.

Abilities

Broodfire Core. Barraglox stores excess heat in its gut to incubate the fungal-ember brood fused to its back. Once per long rest, it may erupt in a 15 ft. radius blast of searing air and embers. Creatures in range must make a DC 15 CON save or take 6d6 fire damage (half on success) and suffer Disadvantage on concentration checks for 1 minute.

Eggs of Sorrow. Barraglox carries 1d6+1 living brood-eggs. If struck by lightning or necrotic damage, a bulb may rupture, releasing a psychic wave of ancestral grief. All creatures within 30 ft. must make a DC 14 WIS save or become Stunned for 1 round, then suffer Disadvantage on attack rolls for 2 rounds.

Ash Croak. Once per day, Barraglox may unleash a low, resonant croak. All non-constructs within 120 ft. must make a DC 13 WIS save or feel their body resist motion—movement is halved for 1 minute.

Obsidian Hull. Whenever Barraglox takes slashing damage, shards of glasslike armor explode outward. All creatures within 5 ft. take 1d6 piercing damage.

Torch Warden. Barraglox cannot be surprised in volcanic regions. It always acts in the first round of combat unless magically restrained.

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Attacks

Seismic Slam (x2). +8 to hit, reach 10 ft., 3d8+5 bludgeoning. On hit, target must succeed on a DC 15 STR save or be knocked prone.

Maw of the Cradle. +9 to hit, 4d10+5 fire-piercing. If the target is prone, it is grappled (escape DC 16) and begins to suffocate in heat, taking 1d10 fire damage at the start of each of its turns.

Egg Burst (Recharge 5–6). Barraglox slams its back against the ground, bursting one brood-egg by force. Choose a 10 ft. radius within 40 ft. Creatures in the zone must make a DC 14 CON save or be blinded and take 2d6 fire damage. Those who fail also gain Disadvantage on all attacks for 1 round.


Ecology & Behavior

Barraglox is ancient. It breathes smoke and silence. This volcanic behemoth emerges only when the earth splits wide enough to welcome it—and only when its brood stirs. Its back pulses with glowing fungal-ember eggs, half-alive and whispering. Most never hatch. A few do—and become something stranger than toad or flame.

It does not eat in the conventional sense. It warms, it waits, it broods. When disturbed, it croaks not in rage, but in ancient grief—mourning the memory of flame long lost beneath the Filter.


Combat Notes


Harvest & Remnants


Encounter Hooks


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