Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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13<br />
Froghemoth<br />
Huge Aberration<br />
Hit Dice: 16d8+80 (152 hp)<br />
Initiative: +1<br />
Speed: 20 ft. (4 squares), swim 30 ft. (6<br />
squares)<br />
Armor Class: 16 (-2 size, +1 Dex, +7<br />
natural), touch 9, flat-footed 15<br />
Base Attack/Grapple: +12/+24<br />
Attack: Tentacle +14 melee (1d6+4)<br />
Full Attack: 4 tentacles +14 melee (1d6+4)<br />
and tongue +12 melee (1d6+2) and bite +12<br />
melee (4d6+2/19-20)<br />
Space/Reach: 15 ft./15 ft.<br />
Special Attacks: Improved grab, swallow<br />
whole<br />
Special Qualities: Darkvision 60 ft.,<br />
resistance to fire 10, slowed by electricity<br />
<strong>The</strong> froghemoth is a weird aberration that<br />
dwells in marshes and swamps. It appears as a<br />
huge frog-like creature with 4 large tentacles in<br />
place <strong>of</strong> its front legs; a 10-foot long tongue; and<br />
a single, retractable eyestalk on top <strong>of</strong> its head.<br />
Its underbelly is yellow, its body green, and its<br />
tentacles and upper legs are mottled green.<br />
Combat<br />
<strong>The</strong> froghemoth attacks using its tentacles<br />
and tongue to grab opponents. Grabbed opponents<br />
are shoved into <strong>the</strong> froghemoth’s mouth.<br />
Improved Grab (Ex): To use this ability,<br />
a froghemoth must hit with its tongue attack. It<br />
can <strong>the</strong>n attempt to start a grapple as a free action<br />
without provoking an attack <strong>of</strong> opportunity. If<br />
it wins <strong>the</strong> grapple check, it establishes a hold<br />
and can attempt to swallow <strong>the</strong> opponent in <strong>the</strong><br />
following round. A froghemoth that successfully<br />
swallows an opponent can use its Cleave feat to<br />
grab ano<strong>the</strong>r opponent with its tongue in <strong>the</strong> same<br />
round.<br />
Swallow Whole (Ex): A froghemoth can<br />
try to swallow a grabbed opponent <strong>of</strong> Medium<br />
or smaller size by making a successful grapple<br />
check. <strong>The</strong> swallowed creature takes 2d8+4<br />
points <strong>of</strong> crushing damage plus 1d8 points <strong>of</strong><br />
184<br />
Saves: Fort +12, Ref +6, Will +11<br />
Abilities: Str 19, Dex 13, Con 20, Int 2, Wis<br />
12, Cha 11<br />
Skills: Hide -2*, Listen +10, Spot +10,<br />
Swim +12<br />
Feats: Alertness, Cleave, Great Fortitude,<br />
Improved Critical (bite), Multiattack, Power<br />
Attack<br />
Environment: Temperate and warm marsh<br />
Organization: Solitary<br />
Challenge Rating: 13<br />
Treasure: Standard<br />
Alignment: Always neutral<br />
Advancement: 17-32 HD (Huge); 33-48<br />
HD (Gargantuan)<br />
Level Adjustment: —<br />
acid damage per round from <strong>the</strong> froghemoth’s<br />
gizzard. A swallowed creature can climb out<br />
<strong>of</strong> <strong>the</strong> froghemoth’s stomach with a successful<br />
grapple check. This returns it to <strong>the</strong> froghemoth’s<br />
mouth, where ano<strong>the</strong>r successful grapple check<br />
is needed to get free. A swallowed creature can<br />
also cut its way out by using a light slashing or<br />
piercing weapon to deal 20 points <strong>of</strong> damage to <strong>the</strong><br />
froghemoth’s stomach (AC 13). Once <strong>the</strong> creature<br />
exits, muscular action closes <strong>the</strong> hole; ano<strong>the</strong>r<br />
swallowed opponent must cut its own way out.<br />
<strong>The</strong> froghemoth’s stomach can hold two<br />
Medium-size, four Small, eight Tiny, sixteen<br />
Diminutive, or thirty-two Fine or smaller<br />
opponents.<br />
Slowed by Electricity (Ex): A froghemoth<br />
takes no damage from electricity, but an electrical<br />
attack instead slows a froghemoth, as <strong>the</strong> spell, for<br />
one round.<br />
Skills: A froghemoth has a +8 racial bonus<br />
on any Swim check to perform some special action<br />
or avoid a hazard. It can always choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.<br />
*A froghemoth has a +12 racial bonus to<br />
Hide checks when in marshlands.