Silt FrogCreature 6
Source Pathfinder Lost Omens High Seas
Perception +17 (low light vision, magicsense (imprecise) 60 feet)
Languages none
Skills Acrobatics +11, Athletics +15, Stealth +13
Str +5, Dex +3, Con +2, Int -4, Wis +5, Cha +1
AC 24; Fort +11; Reflex +14; Will +17;
HP 90
Speed 25 feet (burrow 15 feet, swim 25 feet)
Weaknesses Poison 5
Resistances Sonic 5
Jaws
+15 (+10, +5) to hit (unarmed) 2d10+7 PiercingTongue
+15 (+10, +5) to hit (reach 10, unarmed) 2d6+7 BludgeoningMagic Sense (primal)
A silt frog detects the location of any source of magic within 60 feet as an imprecise sense.
Ingest Magic
(primal)A silt frog can eat spells and magical effects, removing them from a creature. The silt frog makes a jaws Strike. If the Strike hits and deals damage, the frog attempts to ingest the highest spell or magical effect currently affecting the target, using the result of its Strike as a counteract check. If the silt frog successfully counteracts the effect, it ingests the magic, regaining 10 healing Hit Points. Regardless of the result, the silt frog can't use Ingest Magic again for 1d4 rounds.
Thunderous Croak
(auditory, mental)The silt frog unleashes an eardrum-rattling croak. All creatures within 30 feet become Deafened for 1 minute unless they succeed at a DC 24 fortitude save; those that critically succeed are temporarily immune for 1 minute.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
The silt frog is an oversized frog that makes its home in the rich silt alongside the lakes and rivers within the islands of the High Seas. Though their form and markings are indistinguishable from other common frogs in the area, they are easily identified by their prodigious size. Silt frogs are highly territorial, and it's common knowledge that a silt frog even bullies its own offspring if they fail to vacate their parent's territory upon reaching maturity. While a silt frog can feed on birds, bats, lizards, and other small creatures, it prefers to devour anything magical over mundane. The stronger the magic it detects—be it creatures, spells, or otherwise—the more driven the frog's prodigious hunger becomes, insatiable by anything else. With this innate ability as a highly accurate magical sensor, silt frog farms aren't unheard of, as rearing them can be a profitable enterprise for those willing to deal with their territorial aggression. If exposed to the same magic and sources repeatedly, a silt frog can become desensitized to them, which makes it a creature even the most advanced spellcasters aim to keep around, utilizing it as a guard against any magical infiltrations and an alert when unexpected guests come to call.
Thanks to their unusual diet, silt frogs pose a unique threat to sentient magical creatures. Many a sprite or poppet has found themselves abruptly devoured by a wild silt frog that doesn't even notice the difference between them and a summoned familiar. Because of this danger, most ancestries with innate magic are careful to avoid the marshes and rivers of the High Seas and especially villages where silt frogs are raised and trained. Sprites who do live in the region, drawn to the plentiful treasure and easily pranked sailing crews, often protect their towns and villages with elaborate defenses designed to keep hungry silt frogs away—though even these measures are prone to failure, and such settlements can find themselves abruptly wiped out by a sufficiently large and determined predator.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AmphibiousAn 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.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.