Froghemoth

Froghemoth

Huge aberration
Challenge

STR
6
DEX
1
CON
5
INT
−4
WIS
1
CHA
−3

184
16d12+80
16
Soak
1
Fort
+8
Ref
+3
Will
+2
Defense note natural armor
Damage resistances fire, lightning

Speed 10 m., swim 5 m.
Skills Perception +4 (15), Stealth +4 (15)
Senses darkvision 10 m.

Amphibious. The froghemoth can breathe air and water.

Lightning Susceptibility. If the froghemoth takes lightning damage, it is slowed 3.

Maneuvers. The froghemoth uses maneuvers (maneuver save Difficulty 18). It has 20 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

1 stamina die: bonecrush, fling, smash, spring attack

Actions (3)

Tentacle. Melee Weapon Attack: +9 to hit, reach 4 m. Hit: 19 (3d8 + 6) bludgeoning damage. If the froghemoth uses the grapple maneuver, the target is restrained until the grapple ends. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.

Bite (1/turn). Melee Weapon Attack: +9 to hit. Hit: 22 (3d10 + 6) piercing damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.

The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a Difficulty 20 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 1 meter of the froghemoth and is corroded 1 until the end of the frog’s next turn. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 2 meters of movement, exiting prone.

Once a creature is no longer swallowed, it is corroded 1 until the end of the froghemoth’s next turn or until the end of the round if the froghemoth is dead.

Tongue (1/turn). Melee Weapon Attack: +9 to hit, reach 9 m. Hit: 13 (2d6 + 6) piercing damage and if the target is Large or smaller, it must make a Difficulty 18 Reflex saving throw. On a failure, the target is pulled into an unoccupied space within 1 meter of the froghemoth and it can make a bite attack against the target.

Swamp, Underdarkvgtm

Maneuvers

As an action, make a melee weapon attack that deals bludgeoning damage to crush the creature’s skeletal structure.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.