Actions/Abilities/Traits: Pathfinder 2e
Ability
Aquatic Ambush
Ability
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.
Ability
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.
Ability
Flailing Tentacles
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.
Ability
Greater Constrict
3d6+12, DC 33
Ability
Otherworldly Vision
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 Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the visual trait if they are within 30 feet.
Ability
Retract Tongue
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +27 [+22/+17] (reach 10 feet), Damage 3d12+14 piercing plus Improved Grab
Offense
Swallow Whole
Large, 3d6+9 bludgeoning, Rupture 24
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
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.
Immunity
electricity
Perception
darkvision
otherworldly vision 30 feet
Actions/Abilities/Traits: Pathfinder 2e