Dakwa (Froghemoth) — Alien Swamp Behemoth

A colossal froghemoth rising from a warm swamp, with a central eyestalk, tooth-filled maw and four grasping tentacles.

A colossal alien swamp predator with four tentacular arms, a grasping tongue and a nervous system that reacts violently to electricity.

The Dakwa, better known in bestiaries as the Froghemoth, is an enormous amphibious aberration adapted to warm freshwater swamps. It resembles a monstrous frog only at first glance. Its upper body carries four boneless tentacular arms, its mouth contains a long elastic tongue, and a raised eyestalk lets it watch in every direction while almost completely submerged. It is an ambush predator capable of seizing several creatures at once and swallowing smaller prey whole.

At a Glance

IdentityAlien amphibious apex predator; “Dakwa” is the regional name used for this entry.
Size & typeHuge Aberration in PF1e and the older rules tradition; Huge Monstrosity in the fifth-edition adaptations.
TemperamentTerritorial, ravenous and animal-minded rather than morally driven.
Combat roleAmbush grappler, multi-target controller and swallow-whole brute.
Signature anatomyFour tentacular arms, long grasping tongue, central eyestalk and powerful hindquarters.
Signature weaknessElectricity does not harm it normally, but disrupts its immense nervous system and slows it.
HabitatWarm freshwater swamps, shallow lakes, sluggish rivers and lost-world wetlands.
CR by edition5.5e: 10 · 5e: 10 · PF1e: 13 · 3.5e: 13.

Run It Tonight

Let the party see only the eyestalk first. A froghemoth can remain almost completely hidden beneath dark water, then erupt upward with tentacles and tongue already in reach. It should grab more than one character, drag one toward its mouth and force the others to decide whether to rescue allies or exploit its electrical weakness.

Rules by Edition







Froghemoth

Huge Monstrosity, Unaligned

AC 16; Initiative +1 (11)
HP 195 (17d12 + 85)
Speed 30 ft., Swim 40 ft.

STR
23 (+6)
DEX
13 (+1)
CON
20 (+5)
INT
2 (−4)
WIS
12 (+1)
CHA
5 (−3)

Saving Throws Con +9, Wis +5
Skills Perception +9, Stealth +5 (+9 in swamps)
Resistances Fire, Lightning
Immunities Prone
Senses Darkvision 60 ft., Blindsight 30 ft.; Passive Perception 19
Languages —
CR 10 (5,900 XP); PB +4

Traits

Amphibious. The froghemoth can breathe air and water.

All-Around Vision. The froghemoth has Advantage on Wisdom (Perception) checks that rely on sight and cannot be Surprised by a creature it can see.

Electric Torpor. When the froghemoth takes Lightning damage, the damage is reduced by its Resistance, and until the end of its next turn its Speed is halved, it can’t take Reactions, and it can make only one attack on its turn.

Swamp Camouflage. The froghemoth has Advantage on Dexterity (Stealth) checks while mostly submerged in swamp water, reeds or deep mud.

Actions

Multiattack. The froghemoth makes two Tentacle attacks and one attack with either Bite or Tongue.

Tentacle. Melee Attack Roll: +10, reach 20 ft. Hit: 19 (3d8 + 6) Bludgeoning damage, and a Huge or smaller target is Grappled (escape DC 18). The froghemoth has four tentacles and can grapple one creature with each.

Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 24 (4d8 + 6) Piercing damage.

Tongue. Melee Attack Roll: +10, reach 30 ft. Hit: 13 (2d6 + 6) Bludgeoning damage, and a Large or smaller target is Grappled (escape DC 18) and pulled up to 20 feet toward the froghemoth.

Swallow. The froghemoth makes one Bite attack against a Large or smaller creature it is Grappling. On a hit, the target is swallowed. A swallowed creature has Total Cover against effects outside the froghemoth and takes 21 (6d6) Acid damage at the start of each of the froghemoth’s turns. If the froghemoth takes 30 damage or more during one turn from a creature inside it, it must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures.

Froghemoth

Huge monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., swim 40 ft.

STR
23 (+6)
DEX
13 (+1)
CON
20 (+5)
INT
2 (−4)
WIS
12 (+1)
CHA
5 (−3)

Saving Throws Con +9, Wis +5
Skills Perception +9, Stealth +5 (+9 in swamps)
Damage Resistances fire, lightning
Condition Immunities prone
Senses darkvision 60 ft., blindsight 30 ft., passive Perception 19
Languages —
Challenge 10 (5,900 XP)

Traits

Amphibious. The froghemoth can breathe air and water.

All-Around Vision. The froghemoth has advantage on Wisdom (Perception) checks that rely on sight and cannot be surprised by a visible creature.

Shock Susceptibility. When the froghemoth takes lightning damage, its speed is halved and it loses reactions and Multiattack until the end of its next turn.

Actions

Multiattack. The froghemoth makes two tentacle attacks and one bite or tongue attack.

Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and a Huge or smaller target is grappled (escape DC 18).

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Tongue. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and a Large or smaller target is grappled and pulled up to 20 feet toward the froghemoth.

Swallow. The froghemoth bites one Large or smaller creature it is grappling. On a hit, the target is swallowed and takes 21 (6d6) acid damage at the start of each of the froghemoth’s turns until it escapes.

Froghemoth CR 13

A huge three-eyed froghemoth with four thrashing tentacles in a marsh.

XP 25,600
N Huge aberration
Init +5; Senses all-around vision, blindsight 30 ft., darkvision 60 ft.; Perception +16

Defense

AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, −2 size)
hp 184 (16d8+112)
Fort +12, Ref +8, Will +11
Immune electricity (partial); Resist fire 10
Weaknesses slowed by electricity

Offense

Speed 20 ft., swim 30 ft.
Melee bite +20 (2d6+10/19–20 plus grab), 4 tentacles +18 (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
Special Attacks constrict (tentacle, 1d6+10), swallow whole (3d6+10 damage, AC 19, hp 18)

Statistics

Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +24 (+28 grapple); CMD 35
Feats Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Perception +16, Stealth +14 (+22 in marshes), Swim +18; Racial Modifiers +8 Perception, +8 Stealth in marshes

Special Abilities

All-Around Vision (Ex). The froghemoth’s stalked eyes let it see in every direction and prevent it from being flanked.

Slowed by Electricity (Ex). Electricity does not damage the froghemoth normally. Instead, exposure slows it for 1 round.

Ecology

Environment temperate marsh
Organization solitary
Treasure standard

Froghemoth

Huge Aberration

Hit Dice 16d8+112 (184 hp)
Initiative +5
Speed 20 ft. (4 squares), swim 30 ft.
Armor Class 28 (−2 size, +1 Dex, +19 natural), touch 9, flat-footed 27
Base Attack/Grapple +12/+34
Attack bite +20 melee (2d6+10/19–20 plus improved grab)
Full Attack bite +20 melee (2d6+10/19–20 plus improved grab), 4 tentacles +18 melee (1d8+5 plus improved grab), tongue +18 melee (1d4+5 plus improved grab)
Space/Reach 15 ft./15 ft. (30 ft. with tongue)
Special Attacks constrict 1d6+10, improved grab, swallow whole 3d6+10
Special Qualities all-around vision, blindsight 30 ft., darkvision 60 ft., fire resistance 10, partial electricity immunity, slowed by electricity
Saves Fort +12, Ref +8, Will +11
Abilities Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
Skills Hide +8 (+16 in marshes), Listen +10, Spot +16, Swim +18
Feats Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill Focus (Hide)
Environment temperate marsh
Organization solitary
Challenge Rating 13
Treasure standard
Alignment always neutral

All-Around Vision (Ex)

The froghemoth’s stalked eyes prevent it from being flanked.

Slowed by Electricity (Ex)

Electricity does not damage the froghemoth normally. Whenever it would take electricity damage, it is slowed for 1 round instead.

Behaviour

Froghemoths are solitary ambush predators. They spend hours almost entirely submerged with only the eyestalk and breathing tubes above water. They do not stalk like cats or coordinate like wolves; instead, they let prey enter reach and then overwhelm it with more grasping limbs than most creatures can answer.

The Dakwa is driven by hunger and territory rather than cruelty. It may abandon a half-eaten carcass for fresher prey because movement triggers the hunting response more strongly than possession of a kill.

Signs Before Initiative

  • A broad pool has almost no large fish, crocodiles or other apex predators.
  • Three small eye-like shapes break the surface, but no head is visible beneath them.
  • Large carcasses show crushing tentacle marks and deep punctures from a tooth-lined maw.
  • Drag trails enter water from several directions but never leave it.
  • Lightning-struck reeds surround deep churn marks where an enormous creature convulsed.
  • Black leathery eggs lie beneath shallow water in clumps of sticky yellow slime.

If Violence Starts

The froghemoth uses the tongue to pull distant targets into tentacle reach, then spreads its grapples across several creatures. It swallows the smallest or most isolated captive and keeps the others restrained as living shields. In deep water, it drags enemies away from the bank rather than climbing out to fight on their terms.

Counterplay

Electricity is the great equaliser. It does not function as straightforward bonus damage in the classic rules; instead, it disrupts the creature’s immense nervous system and sharply reduces what the froghemoth can do for a short time. Parties that recognise the creature should coordinate lightning attacks with rescue attempts or concentrated damage.

Dry ground also helps. A froghemoth remains dangerous on land, but it loses camouflage and easy control of drowning terrain. Long-range attacks can force it to expose more of its body before the party enters tentacle reach.

Physiology

The four upper limbs are muscular hydrostats rather than ordinary jointed arms. They can coil, crush and grasp without bones, while the tongue functions as a fifth reaching limb. The raised eyes watch independently, allowing the creature to remain aware of threats around its whole body.

Its reaction to electricity comes from an oversized nervous system. External electrical shocks interfere with the signals travelling between brain and limbs, producing a brief period of torpor rather than normal electrocution.

Life Cycle

The ecology traditionally associated with the froghemoth places it in warm freshwater territory several miles across. During wet seasons, adults range farther in search of mates. Eggs are laid in shallow water as black, leathery globes surrounded by adhesive slime.

The eggs themselves can be hazardous. Electrical impulses and sticky gel stun or trap small creatures nearby, providing the hatchlings with their first food. Newly hatched froghemoths are intensely cannibalistic, which helps explain why full-grown adults remain rare despite large clutches.

Alien Origin

The creature’s physiology has long encouraged the belief that it is not native to the world. The site’s Dakwa tradition follows the older ecology in which the first froghemoths arrived from a hotter, storm-ridden swamp world. That origin also makes them a natural fit for the Lost World Bestiary, where isolated wetlands can preserve alien lineages long after their arrival.

Using a Froghemoth in an Encounter

The eye in the reeds. Hunters report the same three eyes watching several miles of river, but nobody has seen the body beneath them.

The lightning trap. A settlement has strung metal rods through the marsh to shock a feeding froghemoth. A storm is coming, and the villagers need someone to lure it into position.

The egg pool. A supposedly safe ford is filled with froghemoth eggs whose adhesive slime has already trapped several animals.

The lost-world migration. A flood opens a route between an isolated prehistoric wetland and settled country. The first creature through is an adult froghemoth.

Related Creatures

Browse other alien life in the Aberration Bestiary, compare large swamp predators in the Lost World Bestiary, or return to the World Bestiary.

Rules and Ecology Sources

The PF1e Froghemoth is a CR 13 Huge aberration with all-around vision, swallow whole and the distinctive electricity-induced slowing effect. The longer life-cycle and alien-origin material formerly quoted on this page has been reduced to newly written summary rather than reproduced at length.

Rules Sources and Licensing

The Pathfinder 1e statistics derive from open game material associated with the Pathfinder RPG Bestiary. The D&D 3.5e block is a compatibility conversion from that open chassis. The 5e/2014 and 5.5e/2024 blocks are original compatibility adaptations and are not official SRD Froghemoth statistics.

The legacy ecology material previously quoted from Kobold Quarterly #12 has been replaced by original paraphrase while retaining its useful biological ideas.

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