The Dragonlance Nexus

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Froghemoth

D&D 3e (3.0/3.5) Rules

by James O'Rance


Huge Aberration (Aquatic)
Hit Dice: 16d8+80 (152 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 5 ft., slide 10 ft., swim 30 ft.
AC: 18 (-2 size, +1 Dex, +9 natural)
Attacks: Four tentacles +18 melee, bite +16 melee
Damage: Tentacles 1d6+8, bite 2d8+4
Face/Reach: 10 ft. by 20 ft./15 ft.
Special Attacks: Tongue lash, improved grab, swallow whole
Special Qualities: Electricity and fire resistance 10
Saves: Fort +10, Ref +6, Will +11
Abilities: Str 27, Dex 12, Con 21, Int 2, Wis 12, Cha 4
Skills: Hide -7*, Jump +12, Listen +5, Move Silently +2, Spot +15
Feats: Alertness, Improved Initiative, Multiattack
Climate/Terrain: Warm marsh and aquatic
Organisation: Solitary
Challenge Rating: 13
Treasure: Half standard
Alignment: Always neutral
Advancement: 17+ HD (Huge)

A froghemoth is a huge, bloated creature, eighteen feet in length, with a yellow underbelly, light-green sides and a mottled-green back. It is vaguely frog-shaped, but for the two mottled-green tentacles that grow from each shoulder. These tentacles are very strong, and are covered with a leathery hide. It has a fanged maw from which a ten-foot-long barbed tongue hangs, and a weird three-eyed occular appendage that can be retracted to lie flat upon its skull. The froghemoth's eyestalk and nostril stalks can both be extended to three feet above the creature's head.

Froghemoths swim rapidly by kicking with its webbed hindlegs. In marsh or swamp, a froghemoth lies on its belly and slides forward, propelled by rear legs and four tentacles. On dry land, movement is by short, vaulting hops, relying on the legs to lift the body forwards with the tentacles thrust well ahead of the body.

Froghemoths live solitary existences except during the late spring mating season. They construct submerged lairs from uprooted trees and other debris, but usually drag prey away from the lair to devour it. Any valuables possessed by a froghemoth's victims will be scattered thoughout the swamp nearby, usually sunk deep in the mud or beneath the waters of a freshwater lake.

Combat

Froghemoths lie in wait for prey by floating with only its eyestalk and nostrils above the water, and tentacles thrust ahead to seize surprised opponents near the shore. Occasionally a froghemoth croaches amid concealing vegetation or in a quicksand patch.

Tongue Lash (Ex): A froghemoth can forfeit its other attacks in order to make a tongue strike with a +18 attack bonus. The froghemoth's barbed tongue inflicts 2d6+8 points of damage and has a reach of 10 feet.

Improved Grab (Ex): To use this ability, the froghemoth must hit with a tentacle or tongue attack.

Swallow Whole (Ex): A froghemoth can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. The swallowed creature suffers 2d8+8 points of crushing damage and 8 points of acid damage per round from the froghemoth's gizzard.

Creatures swallowed whole are considered grappled. A froghemoth does not suffer any penalties for grappling creatures it has swallowed; thus it retains its Dexterity bonus to AC and can make attacks, cast spells, and threaten squares normally. A swallowed creature can cut its way out using claws or a light piercing or slashing weapon to deal 50 points of damage to the stomach. Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.

The froghemoth's stomach can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller creatures.

Skills: Froghemoths gain a +4 racial bonus to Jump checks. * They gain a +16 bonus to Hide checks when submerged in a sizeable body of water or concealed by vegetation, due to their camouflaged hides.

Tadhemoth

An immature froghemoth is a three-foot-long fishlike creature when it hatches, and grows one foot (and gains one Hit Die) per month for 6 months. Up until this point the tadhemoth is entirely aquatic, and has four fins in the pectoral area, and two rear fins. Its growth then slows somewhat, and it reaches the adult size of 18 feet in length after an additional year. During this second stage of its development, the tadhemoth's pectoral fins lengthen into tentacles, and in the last two months the rear fins lengthen into thick, bowed legs with webbed toes.

Tadhemoth (Stage One): CR 1; Medium-size Aberration (Aquatic); HD 2d8+4; hp 13; Init +2 (Dex); Spd swim 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +1 melee (2d4, bite); Face 5 ft. by 5 ft.; Reach 5 ft. ft.; SQ Electricity and fire resistance 10; AL N; SV Fort +1, Ref +2, Will +1; Str 11, Dex 15, Con 13, Int 1, Wis 6, Cha 2.

Skills: Hide +2*, Move Silently +2, Spot +1

* Tadhemoths gain a +4 bonus to Hide checks when submerged in a sizeable body of water or concealed by vegetation, due to their camouflaged hides.

Tadhemoth (Stage Two): CR 6; Large Aberration (Aquatic); HD 8d8+24; hp 60; Init +1 (Dex); Spd swim 30 ft.; AC 15 (-1 size, +1 Dex, +5 natural); Atk 4 tentacles +10 melee (1d4+4), bite +5 melee (2d6+2); Face 5 ft. by 5 ft.; Reach 10 ft. ft.; SA Improved grab; SQ Electricity and fire resistance 10; AL N; SV Fort +5, Ref +3, Will +6; Str 18, Dex 13, Con 16, Int 1, Wis 10, Cha 4.

Skills: Hide +1*, Listen +2, Move Silently +5, Spot +8

* Tadhemoths gain a +8 bonus to Hide checks when submerged in a sizeable body of water or concealed by vegetation, due to their camouflaged hides.

Feats: Alertness

Improved Grab (Ex): To use this ability, the tadhemoth must hit with a tentacle attack.

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