Kryx RPGThemesMonsters
Froghemoth

Froghemoth

Huge monstrosity
Challenge
10

STR
6
DEX
1
CON
5
INT
−4
WIS
1
CHA
−3

184
16d12+80
17
Soak
1
Fort
+9
Ref
+3
Will
+3
Defense note natural armor
Damage resistances fire, lightning

Speed 10 m., swim 5 m.
Skills Insight +1 (12), Perception +7 (18), Stealth +5 (16)
Senses darkvision 10 m.

Amphibious. The froghemoth can breathe air and water.

Maneuvers. The froghemoth uses maneuvers (maneuver save DC 18). It has 29 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

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

Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: it is staggered and its speed is halved, it takes a −2 penalty to Defense and Reflex saving throws.

Actions (3)

Tentacle. Melee Weapon Attack: +10 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: +10 to hit, reach 1 m. 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 DC 20 Fortitude saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 2 meters of the froghemoth. 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.

Tongue (1/turn). Melee Weapon Attack: +10 to hit, reach 9 m. Hit: 13 (2d6 + 6) piercing damage, and if the target is Large or smaller, it must make a DC 18 Reflex saving throw. On a failed save, 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

1 minute/stamina die

As an action, you can make a melee weapon attack that deals bludgeoning damage in an attempt to crush its skeletal structure. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

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 succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

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, you can 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 if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure in an attempt to smash it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less) and 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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