Frog God (5e Creature)
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Frog God[edit]
Huge monstrosity, unaligned Armor Class 19 (natural armor)
Saving Throws Con +11, Wis +6, Cha +3 Legendary Resistance (3/Day). If the frog god fails a saving throw, it can choose to succeed instead. Sure-Footed. The frog god has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Trampling Charge. If the frog god moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the frog god can make one stomp attack against it as a bonus action. ACTIONSMultiattack. The frog god can use its Frightful Presence. It then makes three attacks: one with its tongue and two with its stomp. It can use its Swallow instead of its tongue. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Tongue. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage and 7 (2d6) acid damage and the target becomes grappled (escape DC 17). It must also succeed on a DC 17 Strength saving throw or be pulled into an unoccupied space within 5 feet of the frog god. The frog god has two tongues, each of which can grapple only one target. A creature hit by this attack has disadvantage on all attack rolls until the end of its next turn. Swallow. The frog god makes one tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog god, and it takes 10 (3d6) acid damage at the start of each of the frog god's turns. The frog god can have only one target swallowed at a time. Frightful Presence. Each creature of the frog god's choice that is within 90 feet of the frog god and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the frog god's Frightful Presence for the next 24 hours. Mucus (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by mucus. As an action, the restrained target can make a DC 15 Strength check, bursting the mucus on a success. The mucus can also be attacked and destroyed (AC 10; hp 5; vulnerability to acid damage; immunity to bludgeoning, poison, and psychic damage). Repulsive Croak. The frog god exhales repulsive energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, a creature takes 7 (2d6) thunder damage and is pushed 10 feet away from the frog god. On a successful save, a creature takes half as much damage and isn't pushed.
LEGENDARY ACTIONSThe frog god can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The frog god regains spent legendary actions at the start of its turn. Detect. The frog god makes a Wisdom (Perception) check. |
Frog gods are perhaps the most ancient and tremendous examples of the power of nature. Deep within swamps they grow to abominable sizes, at some point in their abnormally long lives attaining some higher consciousness, perhaps as a result of swallowing some holy relic or the devout follower holding it, or perhaps as a result of their own reasoning and intellectual attainment. Living Gods. Many creatures that inhabit swamp regions have been known to worship frog gods, as these creatures serve as great guardians of the remote wilderness, stomping out any threat to the lands they inhabit. |
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