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FroghemothCreature 13


UncommonNHugeAberrationAmphibious
Source Pathfinder Bestiary 2
Perception +25 (darkvision, otherworldly vision 30 feet)
Languages none
Skills Acrobatics +23, Athletics +27, Stealth +27
Str +8, Dex +6, Con +7, Int -4, Wis +6, Cha +4

AC 32 all-around vision; Fort +26; Reflex +21; Will +23;
HP 285
Speed 20 feet (swim 30 feet)
Immunities electricity

Jaws One Action +27 (+22, +17) to hit (reach 10) 3d12+14 Piercing
Tentacle One Action +27 (+23, +19) to hit (agile, reach 15) 3d8+14 Bludgeoning
Tongue One Action +27 (+23, +19) to hit (agile, reach 30) 2d10+14 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Otherworldly Vision (visual)

A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are Invisible or ethereal. It can still be fooled by successful Stealth checks to Hide, but it has DC 38 perception in such cases. It also sees through and is unaffected by illusions with the visual trait if they are within 30 feet.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Electric Torpor

Though a froghemoth is immune to electricity damage, it is Slowed 1 for 1 round whenever it would have otherwise taken electricity damage.

Aquatic Ambush One Action

40 feet


Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.


Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Barbed Tongue

A creature hit by the froghemoth's tongue becomes Grabbed by the froghemoth. The creature isn't Immobilized, but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage.

This deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute.

Flailing Tentacles Two Actions

The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

Greater Constrict One Action

3d6+12 bludgeoning damage, DC 33


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Retract Tongue Two Actions

The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an Athletics check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull.

Swallow Whole One Action (attack)

Large, 3d6+9 bludgeoning damage, Rupture 24


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or most remote Darklands caverns. Capable of devouring dinosaurs and even dragons, it is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.