(Generated 135 times)
Namelist None
Classic fantasy
Rank Skilled
Race Froghemoth
Cult rank None
Notes Average Lair: 1, or 2-4** Treasure Type: Incidental Camouflaged: Only submerged in marshy waters. Engulfing: The maximum size of an engulfed victim is figured as half the Froghemoth own SIZ (33). Frenzy: Only if weapon "tongue" is reduced to 0 or less hp. Immunity to fire: Only no-magic fires, but this type of fire force the Froghemoth to make a unopposed willpower check if want to approach the source. Magic fires do half damage to the Froghemoth. Resistant to damage of normal weapons: Applied to blunt weapons only. Weakness contact with electricity: Although it can not cause damage to the Froghemoth, reduces its movement rate and combat style percentage by half for 1d3 turns. This huge beast lurk in swamps and underground wells, its mere existence a challenge and a legend to which only the strongest can survive. An adult measures approximately 22 ft (6.7 m) tall and weighs about 16,000 pounds (7.3 mt). For most of the day, remains submerged in shallow water, exposing only their eyes and nostrils, which seem to be some kind of aquatic vegetation. A potential prey will be attacked by surprise first with the tongue (Grip) to be carried to the mouth and then, bitten to death (Impale) and swallowed. Tentacles are used in the same fashion against fighting preys (Grip or Pin Weapon). A froghemoth will pursue fleeing prey onto dry land, but only for 1d4 rounds, then will return to its home waters.
STR 18+2d6
CON 38+2d6
SIZ 58+2d6
DEX 6+2d6
INT 5+2d6
POW 3d6
D20Hit locationArmor
01-03 Right leg 6
04-06 Left leg 6
07-08 Abdomen 6
09-10 Chest 6
11-12 Upper Right Tentacle 8
13-14 Lower Right Tentacle 8
15-16 Upper Left Tentacle 8
17-18 Lower Left Tentacle 8
19-20 Head 6
Movement 4m (15´), 8m (25´) swimming
Natural armor Yes

Non-random features

Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (RQ6: pg 312-316)
Ability ***Hold Breath*** The creature can hold its breath for extended periods of time. If prepared and remaining fairly static the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting.
Ability ***Immunity to fire***
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Perceptive (Sight) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight
Ability ***Resistant to damage of normal weapons*** Reduce the damage dice of weapons by two steps. Magic affects normally.
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (RQ6: pg 312-316)
Ability ***Weakness*** Weakness against environment or Rune

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+40 Endurance CON+CON+40
Evade DEX+DEX+30 Perception INT+POW+50 Stealth DEX+INT+40
Swim STR+CON+40 Willpower POW+POW+50

Combat styles

Huge swamp horrorSTR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Tentacles (100)
Bite (100)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Tongue (100)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Tentacles 1h-melee 2d6 C VL - Grip, Pin weapon Y Y 6 0 Tentacle
Bite 1h-melee 1d8+1d6 C L - Impale, Grip Y Y 0 0 Head
Tongue ranged 2d6 C - 3m (10´) Grip, Pin weapon N N 4 15