THE SHARED REFERENCE Adventurer

Monster

Froghemoth Elder

Outside your table’s allowed sources

Official reference · QftIS · 2014

Creature type
Monstrosity
Size
Huge
Armor class
14 (natural armor)
Hit points
207 (18d12 + 90)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
15
Alignment
Unaligned
Strength
25
Dexterity
13
Constitution
20
Intelligence
2
Wisdom
14
Charisma
8
Passive Perception
22
Saving Throws
str: +12; con: +10; wis: +7
Skills
perception: +12; stealth: +6
Senses
darkvision 60 ft.
Resistances
fire, lightning

Traits

Amphibious

The froghemoth can breathe air and water.

Legendary Resistance (3/Day)

If the froghemoth fails a saving throw, it can choose to succeed instead.

Shock Susceptibility

If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.

Actions

Multiattack

The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue.

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the blinded and restrained conditions, has 3 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 three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the prone condition. If the froghemoth dies, any swallowed creatures are no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting with the prone condition.

Tentacle

Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target has the grappled condition (escape DC 20). Until this grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.

Tongue

The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a DC 20 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.

Reactions

Alien Gaze

When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature's mind with its otherworldly gaze. That creature must make a DC 18 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save or half as much damage on a successful one.

Leap

Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a DC 20 Strength saving throw or have the prone condition.

Lair actions

On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can't take the same lair action two rounds in a row:

Regional effects

The region within 1 mile of a froghemoth elder's lair is altered by the froghemoth's unearthly presence, creating one or more of the following effects:

  • Alien Flora: Strange, invasive plants with bright colors and odd patterns sprout up around the lair.
  • Mutations: Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles.

If the froghemoth elder dies, these effects fade over the course of 1d10 days.

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