Thank you Paizo for resurrecting D&D’s legendary space monster the giant frog-monster.
Huge aberration, neutral
Armour Class 18 (natural armour)
Hit Points 178 (17d10 + 85)
Speed 20 ft., swim 30 ft.
STR 23 (+5) DEX 10 (+0) CON 21 (+5)
INT 2 (-4) WIS 11 (+0) CHA 1 (-5)
Saving Throws Dex -4, Con +9
Skills Perception +8, Stealth +8
Damage Resistances fire
Damage Immunities lightning
Senses blindsight 30ft., darkvision 120ft., passive Perception 18
Challenge 13 (10,000 XP)
Amphibious. The froghemoth can breathe air and water.
All-Around Vision. A froghemoth’s stalked eyes allow it to see in all directions at once. It never grants combat advantage and can never be surprised.
Slowed by Lightning. Although a froghemoth is immune to damage from lightning, whenever it would otherwise take such damage it is instead slowed (PHB pg. 277) until the end of its next round.
Standing Leap. The froghemoth ‘s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.
Multiattack. The froghemoth makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the froghemoth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the froghemoth, and it takes 21 (6d6) acid damage at the start of each of the froghemoth’s turns.
If the froghemoth takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 13 (2d6 + 6) bludgeoning damage. If the target is a creature, _t is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the froghemoth losses one tentacle attack.
This immense, three-eyed frog-like creature rears up on powerful hind legs. In place of arms, four huge tentacles thrash and writhe.
Froghemoth’s lay 10-100 eggs at a time, and the eggs are held together with a glue-like slime that serves three functions. The slime reacts with the water the eggs are laid in, producing a brown aquatic cloud extending 15 ft. from the eggs, similar to muddy water. All Wisdom [Perception] checks made to spot items in this cloudy water have disadvantage. Spotting the eggs requires a DC 20 Wisdom [Perception check]. The slime’s second function is that it traps potential food. Any creature – other than a froghemoth – coming into contact with the slime is held fast. Breaking free from the slime requires a DC 14 Strength check.
The slime’s third function is to serve as a conduit for the egg’s electrical charge. Every 5 rounds, the eggs release a charge. Any creature within the slime when this charge is released must make a DC 14 Constitution check or suffer 5 (1d10) lighting damage. Each egg has 6 hp. In a group of fewer than 10 eggs, the electrical discharge is not strong enough to affect creatures of Small size or larger.