Tvtyrant
2011-04-29, 01:14 AM
My attempt at updating the Froghemoth seems to have been going okay, but I can't seem to puzzle out its CR. Would someone like to give me a guess at it?
Froghemoth
Size/Type: Huge Aberration (Aquatic)
Hit Dice: 14d8+15 (71)
Initiative: +3
Movement: 20 ft. (4 squares) Swim 30ft. (6 squares)
Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +10/+30
Attack: Tentacle +15 melee (1d6+8)
Full Attack: tentacles +15 melee (1d6+8) and Tongue +13 touch
Space/Reach: 15 ft./15 ft. (30 ft. with tentacle, 25 ft. tongue)
Special Attacks: Improved Grab, Swallow Whole, Constrict (1d6+8),
Special Qualities: resistance to fire 10, immunity to electricity, Low Light Vision
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 26, Dex 17, Con 13, Int 5, Wis 12, Cha 3
Skills: Spot 10, Swim 8
Feats: Power Attack, Improved Bullrush, Awesome Blow, multiattack
Environmental: Tropical Swamp
Organization: Solitary
Advancement: 15-18 HD (Huge); 19-36 HD (Gargantuan)
LA:-
An opponent can attack a Froghemoth’s tentacles with a sunder attempt as if they were weapons. A Froghemoth’s tentacles have 10 hit points each. If a Froghemoth is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one ofFroghemoth’s tentacles deals 5 points of damage to the creature. A Froghemoth usually withdraws from combat if it loses 2 tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex)
A Froghemoth deals 1d6+8 points of damage with a successful grapple check on a tentacle.
Improved Grab (Ex)
To use this ability, a Froghemoth must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A Froghemoth has a +4 racial bonus on grapple checks.
Improved Grab (Ex)
To use this ability, a Frogehmoth must hit an opponent of up to one size smaller with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex)
A Froghemoth can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Froghemoth’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge Froghemoth’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills
A Froghemoth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Froghemoth
Size/Type: Huge Aberration (Aquatic)
Hit Dice: 14d8+15 (71)
Initiative: +3
Movement: 20 ft. (4 squares) Swim 30ft. (6 squares)
Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +10/+30
Attack: Tentacle +15 melee (1d6+8)
Full Attack: tentacles +15 melee (1d6+8) and Tongue +13 touch
Space/Reach: 15 ft./15 ft. (30 ft. with tentacle, 25 ft. tongue)
Special Attacks: Improved Grab, Swallow Whole, Constrict (1d6+8),
Special Qualities: resistance to fire 10, immunity to electricity, Low Light Vision
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 26, Dex 17, Con 13, Int 5, Wis 12, Cha 3
Skills: Spot 10, Swim 8
Feats: Power Attack, Improved Bullrush, Awesome Blow, multiattack
Environmental: Tropical Swamp
Organization: Solitary
Advancement: 15-18 HD (Huge); 19-36 HD (Gargantuan)
LA:-
An opponent can attack a Froghemoth’s tentacles with a sunder attempt as if they were weapons. A Froghemoth’s tentacles have 10 hit points each. If a Froghemoth is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one ofFroghemoth’s tentacles deals 5 points of damage to the creature. A Froghemoth usually withdraws from combat if it loses 2 tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex)
A Froghemoth deals 1d6+8 points of damage with a successful grapple check on a tentacle.
Improved Grab (Ex)
To use this ability, a Froghemoth must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A Froghemoth has a +4 racial bonus on grapple checks.
Improved Grab (Ex)
To use this ability, a Frogehmoth must hit an opponent of up to one size smaller with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex)
A Froghemoth can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the Froghemoth’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge Froghemoth’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills
A Froghemoth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.