The Old Dark Frog

Lately, my kids have been obsessed with the Adventures of Frog and Toad. We have read at least two of their stories every night at bedtime for at least the last two weeks and while "Cookies" and "Ice Cream" are by far their most requested selections, my daughter in particular has a definite fondness for "The Shivers" wherein Frog relates a story that may or may not have actually happened to him when he was younger. She gets super excited when the villain of the story, the Old Dark Frog, makes his appearance, quoting the dialog and squealing happily when the ghost claims that he is going to eat Frog after he jumps rope enough times to become hungry again.

The Old Dark Frog:
Anthropomorphic Goliath Frog Ghost
CR: 3     Small Undead (Incorporeal)     HD: 1d12 (6 hp)
Init: +0     Spd: 10', swim 5', fly 30'    
AC: (while Ethereal) 12 (+1 size, +1 Natural), t: 11, ff: 12; (while Manifested) 12 (+1 size, +1 deflection), t: 12, ff: 11
Attacks: (BAB +1, Grap -5), +1 Slam: 1d3-2 (minimum 1) or +1 (melee touch) Tongue: Improved Grab
SA: Improved Grab, Manifestation, Swallow Whole
SQ: Amphibious, Darkvision 60', Great Leap, Low-Light Vision, Rejuvenation
Align: NE     Saves: Fort +0, Ref +2, Will +2
Str: 6, Dex: 11, Con: 11, Int: 11, Wis: 15, Cha: 10
Skills: Hide +8, Jump +16, Listen +12, Search +8, Spot +12, Swim +8
Feats: Ability Focus (Frightful Presence), Weapon Finesse (b)
Gear: Jump Rope (see below)

Amphibious (Ex): Frogs respire through a combination of cutaneous respiration and pulmonary respiration. They can survive indefinitely on land or in water.
Frightful Presence (Ex):When the Old Dark Frog appears, its unsettling presence may cause to foes opponents within 10' to become shaken (Will DC12 negates)
Great Leap (Ex): Goliath frogs possess incredibly powerful hind legs that allow them to make Jump checks without getting a running start at no penalty.
Improved Grab (Ex): A Goliath frog that hits with its tongue attack can start a Grapple as a free action that does not provoke an Attack of Opportunity.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Swallow Whole (Ex): A Goliath frog that has successfully grappled a Tiny or smaller opponent can attempt to swallow it with a successful Grapple check. A swallowed creature suffers 1d3 bludgeoning damage and 1 point of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 2 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
     The Old Dark Frog's stomach can hold one Tiny, four Diminutive, or sixteen Fine opponents. 
Turn Resistance (Ex): A ghost has +4 turn resistance.
• Skills: Goliath frogs have a +16 racial bonus on Jump checks.
     A goliath frog 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.
     Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

• The Old Dark Frog carries a jump rope with him. The rope is solid and the Old Dark Frog will tie one end to a tree or similar object and force his intended victims to "turn" the rope so he can jump it. Once he has completed 100 jumps, he will be hungry enough to devour them. This rope can be used to bind the Old Dark Frog, allowing his targets time to escape.

Using the Old Dark Frog:

Unless your adventuring party consists primarily of tasty frog children or similarly tiny protagonists, the Old Dark Frog will not pose much of a threat. He could however, pose a danger to familiars or animal companions if they fall within the size range of his preferred prey.



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