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Froghemoth, Apex of Overgrowth in Dungeons & Dragons 5e

Froghemoth, Apex of Overgrowth CR: 12

Huge monstrosity, unaligned
Armor Class: 15
Hit Points: 210
Speed: 30 ft , swim: 40 ft

STR

23 +6

DEX

10 +0

CON

19 +4

INT

3 -4

WIS

14 +2

CHA

5 -3

Skills:

Perception +6, Stealth +4 (in swamp only)

Damage Resistances: lightning, poison
Condition Immunities: prone
Senses:

darkvision 60 ft., tremorsense 60 ft., passive Perception 16

Challenge Rating: 12 ( 7200 XP)
Proficiency Bonus: +5

Amphibious The froghemoth can breathe air and water.

Camouflage Apex

While motionless in swamp terrain, the froghemoth is indistinguishable from mud, roots, and algae.

  • Creatures must succeed on a DC 16 Perception check to notice it.
  • It has advantage on initiative if undetected.

Evolutionary Predator

The froghemoth adapts rapidly mid-combat.

At the end of each round, choose one adaptation:

  • Sensory Shift: Advantage on attack rolls next round
  • Hide Thickening: Gains resistance to bludgeoning, piercing, or slashing (choose one) until next round
  • Neural Surge: Adds +2 to attack rolls and DCs next round

Actions

Multiattack

The froghemoth makes:

  • 2 Tentacle attacks
  • 1 Bite or Tongue attack

Tentacle

1d20+10 to hit, reach 20 ft., one target
Hit: 16 ( 2d8+6 ) bludgeoning + 7 ( 2d6 ) poison

  • Target is grappled (escape DC 16)
  • On subsequent turns: automatically takes 10 ( 3d6 ) bludgeoning

Tongue Lash

1d20+10 to hit, reach 30 ft.

Hit: 13 ( 2d6+6 ) bludgeoning

  • Target must succeed on DC 15 Strength save or be pulled 20 ft. toward the froghemoth and knocked prone. If the target was 20ft or less from the creature, then the target ends up in it's mouth and is grappled.

Bite

1d20+10 to hit, reach 5 ft. (advantage if target is in the creatures mouth)

Hit: 22 ( 3d10+6 ) piercing

  • If target is grappled:
    → swallowed or crushed for extra 14 ( 4d6 ) damage

Devouring Maw (Recharge 5–6)

The froghemoth opens its maw and creates a massive suction wave.

  • All creatures within 30 ft. must make a DC 16 Strength save
  • Fail:
  • Pulled 15 ft. toward it
  • Take 18 (roll:4d8) bludgeoning
  • Knocked prone
  • Success:
  • Half damage, no pull

In swamp terrain, this also collapses nearby ground, creating temporary sinkholes.

Bonus Actions

Submerge

The froghemoth partially sinks into the swamp.

  • Gains half cover (+2 AC)
  • Cannot be targeted by opportunity attacks until next turn

Reactions

Reactive Thrash

When hit by a melee attack:

  • Make a tentacle attack against attacker

Legendary Actions

Legendary Actions (2/round)

Lashing Tentacle

Make one tentacle attack

Mire Collapse (Costs 2 Actions)

Target ground within 20 ft.

  • Creatures in area must make DEX save DC 15
  • Fail: fall prone and restrained in mud

Lair Actions

Suction Mire (Lair-like Effect)

Ground within 20 ft. of the froghemoth becomes unstable.

  • Area is difficult terrain
  • Creatures that move more than 10 ft. must make a DC 15 Strength save
  • Fail: restrained until end of next turn (legs stuck in mud)

Usual Tactics

Tactics

This creature does NOT stand still and trade blows.

  • Opens from stealth
  • Grabs 2–3 targets immediately
  • Uses terrain to isolate players
  • Targets:
  • Anyone scouting ahead
  • Anyone separated from group
  • If pressured:
  • Submerges and relocates
  • Uses Devouring Maw to reset positioning


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