Sunday, July 15, 2018

Monster Mythology: Tsathogga, The Frog God





"It was very squat and pot-bellied, it's head was more like a monstrous toad than a deity, and it's whole body was covered with an imitation of short fur, giving somehow a vague sensation of both the bat and the sloth. It's sleepy lids were half-lowered over it's globular eyes; and the tip of a queer tongue issued from it's fat mouth. It was an Old One, an Aberration, ancient and cyclopean, neither noticing or caring about the existence of the infantile races that now crawled amongst the planes."


Tsathogga, the Frog God
Gargantuan aberration, chaotic evil
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Armor Class 21
Hit Points 672 (32d20 + 300) 
Speed 80 ft.; swim 80 ft.
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   Str                  Dex                Con           
30 (+10)       18 (+4)         30 (+10)  
   Int                  Wis                Cha
23 (+5)         22 (+6)          24 (+7)
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Saving Throws STR +19, DEX +13, CON +19, WIS +15
Senses Darkvision 240 ft., truesight 120 ft., 
   passive Perception 17
Resistances Cold, fire
Immunities Acid, lighting, poison, psychic
Condition Immunities Frightened, poisoned, stunned
Languages Common, abyssal, deep speech, primordial, 
   telepathy 240 ft.
Challenge 32 (210,000 XP)
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Acidic Hide. Tsathogga constantly oozes and drips acid. Creatures attacking Tsathogga in melee take 2d8 points of acid damage each time one of their attacks hits. Any weapon striking Tsathogga’s acidic body risks being destroyed. If a creature rolls a 1 on a melee attack roll against Tsathogga roll a d20, on a 1 or 2 the weapon is destroyed.

Amphibious. Tsathogga can breathe air and water.

Legendary Resistance (5/Day). If Tsathogga fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. Unless it wishes to be affected, Tsathogga is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. Tsathogga's weapon attacks are magical.

Probing Telepathy. If a creature communicates telepathically with Tsathogga, it learns the creature's greatest desires.
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ACTIONS

Multiattack. Tsathogga can use it's Maddening Presence. It then makes three attacks: two slam attacks and one with it's tongue.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage.

Tongue. Melee Weapon Attack: +19 to hit, reach 80 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Maddening Presence. Each creature of Tsathogga's choice that is within 240 feet of Tsathogga and aware of it must succeed on a DC 23 Wisdom saving throw or gain a short-term madness 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, a cure for the madness is used, or the effect ends for it, the creature is immune to Tsathogga's Maddening Presence for the next 24 hours.

LEGENDARY ACTIONS

Tsathogga can take 5 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. Tsathogga regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 
Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) poison damage.

Blasphemous Croak (Costs 4 actions). Tsathogga unleashes a piercing croak that affects all enemies within 100 ft. Target creatures must make a DC 24 Constitution saving throw, gaining one level of exhaustion and being knocked prone of a failed save.

Spit Poison (Costs 2 Actions).Tsathogga breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Seeping Darkness. Tsathogga can billow forth a cloud of thick, dark fog from his skin. This fog spreads fills a 50-foot-radius. The darkness generated by the cloud nullifies non-magical lights and magical lights within the area. The sphere spreads around corners. A creature with darkvision can'st see through this darkness, and non-magical light can't illuminate it. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.



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