Friday, October 19, 2018

Frightful Fridays! Frogtober! Sun Toad

Hello and welcome back for a convention-delayed Frogtober entry! The theme for Friday was "scorched," and the sun toad delivers that, mostly to undead creatures, but also to those who have displeased whatever deity has sun toads at their disposal. Hugo Solis (https://deviantart.com/butterfrog) delivered a shining example of the sun toad, which I hope you enjoy.

See you tomorrow(-ish) with another Frogtober surprise.


Allow me to brighten your day



This golden toad wears a beatific smile. Light radiating from inside the toad creates a halo of light around it.
Sun Toad      CR 7
XP 3,200
NG Small outsider
Init +9; Senses darkvision 60 ft.; Perception +14
Aura solar aura
DEFENSE
AC 20, touch 20, flat-footed 15 (+5 Dex, +4 sacred, +1 size)
hp 85 (9d10+36)
Fort +10, Ref +10, Will +8
OFFENSE
Speed 30 ft., fly 90 ft. (perfect)
Melee bite +15 (1d8-2 plus 2d6 fire and 2d6 positive energy and burn)
Special Attacks burn (1d6 fire and 1d6 positive energy, DC 18), channel positive energy (5d6, DC 18, 7/day), destructive critical, nova death
Spell-Like Abilities (CL 9th; concentration +13)
   Constant—daylight (centered on the sun toad)
   3/day—searing light, summon monster III
   1/day—summon monster IV
STATISTICS
Str 6, Dex 21, Con 19, Int 7, Wis 14, Cha 18
Base Atk +9; CMB +6; CMD 25 (29 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Spell Focus (conjuration), Sunlight Summons[UM], Weapon Finesse
Skills Diplomacy +16, Fly +15, Intimidate +16 (+24 against undead), Knowledge (religion) +10, Perception +14; Racial Modifiers +8 Intimidate against undead
Languages Celestial (can’t speak)
SQ divine composition
ECOLOGY
Environment any land
Organization solitary or beam (28)
Treasure none
SPECIAL ABILITIES
Burn (Su) The fire damage from a sun toad’s can be put out normally, but putting out the positive energy damage requires a burning creature to be exposed to at least 5 points of negative energy damage (channel negative energy to harm or heal suffices for this).
Destructive Critical (Su) If a sun toad confirms a critical hit on an undead creature, as an immediate action the toad can expend one use of channel positive energy (if it has any remaining) and adds the channel energy damage to the total.
Divine Composition (Su) Positive energy damage from a sun toad does not harm creatures not normally damaged by positive energy, nor does it heal them (the toad can use channel energy to heal creatures as usual). As a swift action, the toad can change all positive energy damage it inflicts (with its aura, bite, and burn) to divine energy, thus dealing damage to creatures that normally don’t take damage from positive energy, and not subject to reduction by energy resistance or immunity. The sun toad can return to dealing positive energy damage as a swift action.
Nova Death (Su) When a sun toad is reduced to 0 hit points or less, it explodes in a fury of fire and divine energy. All non-undead creatures within 30 feet of the toad take 3d6 points of damage and are blinded. Undead creatures take 9d6 points of damage. A successful DC 18 Reflex save halves the damage and negates the blindness. The save DC is Charisma-based.
Solar Aura (Su) All creatures within 5 feet of a sun toad take 1d6 points of fire damage and 1d6 points of positive energy damage at the beginning of its turn. Additionally, all creatures within 60 feet of the toad that look at it must succeed on a DC 18 Fortitude save or become dazzled for 1 minute. The save DC is Charisma-based.

Sun toads are emissary creatures for deities related to the sun and light and opposed to the undead. They are often sent to bolster temples and individual worshippers fighting plagues of undead or creatures seeking to darken the world. On rare occasions, sun toads arrive as a punishment from their deities (in which case, the toads begin an encounter with their divine composition froggled to divine energy).

Sun toads understand Celestial, so they can take orders from powerful divine beings, but they cannot speak. However, when they arrive as a result of divine intervention, they usually deliver a spoken message from their deities. Their lack of speech does not denote a lack of intelligence; the toads are able to use their abilities, and temporary allies through summon monster spells, in a tactically sound manner.

A typical sun frog measures 3 feet long, but it is virtually weightless. Religious scholars posit the seeming physicality from their attacks comes from pure divine will.

Thursday, October 18, 2018

Frightful Fridays! Frogtober! Soul Bottle Frog

Hello and welcome back for another Frogtober inDrink stallment! I'll be on my way to a convention this weekend, so scheduling may be a little wonky, especially with respect to the illustrations from Hugo. You'll get the illustrations as soon as I can gather them and add them to the posts. I'll make sure to let you know when they've been added.

Today's Inktober theme is "bottle," so you get a frog encased in a bottle. Why is it in a bottle? The better to steal PCs souls, plus the bottle is extra reinforced by the stolen souls, so it acts as armor. If it is missing its special bottle, it can transform into a liquid and fill an ordinary container, from which it can possess the drinker.

I hope you enjoy the soul bottle frog. Another monster will be visiting you tomorrow!

I'm in a bottle. What harm can I do?


The desiccated husk of a frog fills this clear glass bottle, as if the bottle was built around the frog in the process of killing it. Motes of light flash and move within the thick glass.
Soul Bottle Frog      CR 14
XP 38,400
CE Small undead
Init 2; Senses darkvision 60 ft.; Perception +25
DEFENSE
AC 29, touch 9, flat-footed 29 (2 Dex, +20 natural, +1 size)
hp 199 (19d8+114)
Fort +14, Ref +4, Will +16
Defensive Abilities channel resistance +6, soul bottle armor; DR 20/adamantine and magic; Immune acid, cold, electricity, fire, undead traits
Weaknesses vulnerability to sonic
OFFENSE
Speed 30 ft.
Melee slam +24 (3d6+12 plus 1d6 Wisdom damage and attach)
Special Attacks attach, soul steal
STATISTICS
Str 26, Dex 7, Con —, Int 14, Wis 17, Cha 23
Base Atk +14; CMB +21 (+25 grapple); CMD 29 (33 vs. grapple, can't be tripped)
Feats Bludgeoner[UC], Dazing Assault[APG], Deceitful, Great Fortitude, Improved Vital Strike, Iron Will, Power Attack, Taunt[APG], Vital Strike, Weapon Focus (slam)
Skills Bluff +29, Craft (alchemy) +21, Disguise +32, Perception +25, Spellcraft +23, Stealth +24
Languages Abyssal, Common
SQ liquid form
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Liquid Form (Su) As a full-round action, a soul bottle frog can transform into a liquid. While in liquid form, it gains the amorphous defensive ability, and its base speed drops to 5 feet. It can attempt a Disguise check to pretend to be any potion, elixir, or non-magical drink. This check is opposed by Perception for non-magical drinks or Perception or Spellcraft for magical liquids. If a creature drinks the frog in its liquid form, the frog targets the creature with a greater possession[OA] spell (Will DC 24 negates). If the creature succeeds on its Will save, it spits the frog out.
The soul bottle frog can return to its solid form as a full-round action.
Soul Bottle Armor (Su) A soul bottle frog spends most of its unlife within protective armor. The supernaturally tough glass has hardness 20 and 50 hit points. While the armor is intact, the frog takes half damage from physical attacks and damage-dealing spells and effects, while the armor takes full damage. If the armor is destroyed, it shatters, and the frog absorbs all the souls contained within the bottle at the time (see the soul steal special attack below). When the frog loses its soul bottle armor, it no longer benefits from DR or energy immunities, except cold, its channel resistance is reduced to +2, and it is no longer vulnerable to sonic damage.
A soul bottle frog that has lost its soul bottle armor can remake one from an ordinary glass container or from a glass container that once held a magical drink. It must spend 1 week in proximity to an ordinary glass container, or 24 hours in proximity to a glass container touched by a magical liquid, before it can use the armor.
Soul Steal (Su) If a soul bottle frog begins its turn attached to a creature, the creature must succeed on a DC 22 Will save or be absorbed into the frog’s soul bottle armor or the frog itself (if the frog no longer has its armor). If the bottle armor absorbs the soul, the armor is repaired 5 hit points. If the frog absorbs the soul, it heals 5 hit points. The save DC is Charisma-based.
A creature absorbed in this way cannot be returned in any way until the frog is destroyed. When the frog is destroyed, and the absorbed creature’s body is still alive, the creature’s soul is returned. Otherwise, the creature must be restored to life through the usual means.
Wisdom Damage (Su) A creature that takes Wisdom damage from a soul bottle frog must succeed on a DC 22 Will save or half of the Wisdom damage becomes Wisdom drain (minimum 1 point of Wisdom drain). The frog gains 5 temporary hit points (up to a maximum number of temporary hit points equal to its full normal hit points) for each point of Wisdom drain. These temporary hit points last for 1 hour.

Soul bottle frogs were created by soul-draining and soul-collecting undead as a slightly less conspicuous way of gathering the souls they desire. The frogs’ strange appearance as a mummified frog in a bottle draws the curious closer, and the frogs wait until their prey is close before leaping to the attack. Despite the seeming restrictiveness of being crammed into a bottle, the frogs are surprising mobile. They soften up their prey by sapping willpower as they smash into their prey, and then use their most devastating attack to take their victims’ souls. Their victims are rendered comatose and have a chance to return to consciousness, but it requires the toads’ destruction. The toads like to give the impression that their destroyed bottles are enough to free the souls they have taken and hop off, so their patsies can later discover the horrible truth.

Soul bottle frogs prefer their victims to be alive when they steal souls (the frogs think the souls of the living taste better than those of the recently deceased), so they check their attacks to deal bruising blows rather than bone-breaking strikes. Rendering their prey unconscious makes it easier to do their nasty work. Some undead creatures interested in the souls collected by the frogs accompany the frogs on their hunts. These undead creatures are usually not as patient as the frogs and slay the victims from whom they want souls harvested, much to the frogs’ dismay.

Wednesday, October 17, 2018

Frightful Fridays! Frogtober! Bloatoad

Frogtober continues to swell its ranks with today's "swollen" Inktober-themed monster. The bloatoad has two forms that wildly vary, one a smallish wrinkly-skinned toad, and the other a massive PC-squishing monstrosity. Hugo Solis (https://deviantart.com/butterfrog) displays both forms, and I love the little details that carry from one frog to the other.

I hope you enjoy the bloatoad, and I'll see you tomorrow with another frogstrostity.

Meet my big sibling...me!




This toad, the size of a pony, has numerous folds in its overly excessive skin, making it difficult to discern its features. This extra skin doesn’t seem to impede the toad’s movement.
Bloatoad, Small      CR 9
XP 6,400
N Small animal
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC 27, touch 15, flat-footed 23 (+3 Dex, +1 dodge, +12 natural, +1 size)
hp 119 (14d8+56); fast healing 5
Fort +13, Ref +12, Will +8
DR 10/piercing
OFFENSE
Speed 30 ft.
Melee bite +14 (1d62)
Special Attacks sudden growth
STATISTICS
Str 7, Dex 16, Con 19, Int 2, Wis 15, Cha 4
Base Atk +10; CMB +7; CMD 21 (25 vs. trip)
Feats Dodge, Go Unnoticed[APG], Iron Will, Mobility, Skill Focus (Stealth), Spring Attack, Weapon Finesse
Skills Acrobatics +10, Perception +14, Stealth +26; Racial Modifiers +12 Perception
ECOLOGY
Environment forests or plains
Organization solitary, pair, or flattening (38)
Treasure none
SPECIAL ABILITIES
Sudden Growth (Ex) As an immediate action, a bloatoad can explode to Gargantuan size. When it does so, it makes a bull rush combat maneuver check (using the CMB listed in the stats below) against all creatures in its new space. Creatures pushed back 10 or more feet must succeed on a DC 21 Reflex save to avoid taking damage as if they had fallen the distance they were pushed back and landing prone. Creatures still within the bloatoad’s space after it grows can attempt a DC 21 Reflex save to move to a square adjacent to the toad; on a failed save, creatures take 4d6 points of bludgeoning damage and are pinned. Pinned creatures takes bludgeoning damage during the toad’s next turn unless it moves off the creatures. If the toad chooses to maintain the pin, it must succeed at a combat maneuver check as normal. A pinned creature takes 4d6 points of bludgeoning damage each round if it doesn’t escape.


This massive, rotund toad’s skin is stretched taut over its body, making it seem as if the slightest puncture will cause it to explode.
Bloatoad, Gargantuan      CR 9
XP 6,400
N Gargantuan animal
Init +1; Senses low-light vision; Perception +2
DEFENSE
AC 19, touch 7, flat-footed 18 (+1 Dex, +12 natural, 4 size)
hp 119 (14d8+56); fast healing 5
Fort +13, Ref +10, Will +8
OFFENSE
Speed 50 ft.
Melee bite +18 (4d6+18/1920)
Space 20 ft.; Reach 15 ft.
Special Attacks expulsion of air, trample (4d6+18, DC 29)
STATISTICS
Str 35, Dex 12, Con 19, Int 2, Wis 15, Cha 4
Base Atk +10; CMB +26 (+28 bull rush); CMD 37 (39 vs. bull rush, 41 vs. trip)
Feats Awesome Blow, Bull Rush Strike[APG], Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +8 (+16 when jumping), Perception +14, Stealth +8; Racial Modifiers +12 Perception
ECOLOGY
Environment forests or plains
Organization solitary, pair, or flattening (38)
Treasure none
SPECIAL ABILITIES
Expulsion of Air (Ex) As a standard action, or if the bloatoad takes at least 10 points of piercing damage from a single attack, it releases a burst of air as it reverts to its Small size. All creatures in a 30-foot cone take 4d6 points of bludgeoning damage and are knocked prone; Medium or smaller creatures are pushed back 10 feet. A successful DC 21 Reflex save halves the bludgeoning damage, and negates a creature being pushed back and knocked prone. The save DC is Constitution-based.
A Gargantuan bloatoad reduced to size Small as a result of damage cannot use its sudden growth ability until it has healed all the damage through fast healing. If the bloatoad instead voluntarily used this ability, it must wait until after the end of its next turn before using its sudden growth ability.

Bloatoads are shy animals that spend most of their lives in their apparent base forms featuring relatively compact frames with overly wrinkly skin. However, a visit to their habitats shows signs of damage where it appears storm bursts knocked down several trees in random locations. Bloatoads confronted with danger prefer to escape that danger, relying on the excess skin to provide them with protection while they escape. When escape seems impossible, air bladders hidden behind gill-like structures instantaneous fill, growing the toads to immense proportions. These newly mammoth frogs seek to crush their former and then return to their regular sizes once the threat has ended.

Tuesday, October 16, 2018

Frightful Fridays! Frogtober! Toad of Tindalos

Hello and welcome back for day 16 of Frogtober! So, I generally stay away from "Lovecraftian" monsters, unless someone throws me an illustration that really inspires me to stat up a monster. However, with today's Inktober theme of "angled," I thought immediately of the hound of Tindalos and wanted to make a sort of companion creature to it. Hugo Solis (https://deviantart.com/butterfrog) did an amazing job bringing the toad of Tindalos's dimensional horror to the page.

I hope you enjoy the toad of Tindalos. I'll be back tomorrow with a pair of linked frog monsters.



Toad got your tongue?



This toad-shaped creature looks like a fleshy origami approximation of an ordinary toad. However, its limbs are shaped like a multi-jointed blade that tapers down to a fine point at the end, and it has six legs rather than four.
Toad of Tindalos      CR 11
XP 12,800
NE Large outsider (evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +22
DEFENSES
AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, 1 size)
hp 147 (14d10+70)
Fort +11, Ref +12, Will +14
DR 15/magic; Immune acid, mind-affecting effects, poison
OFFENSE
Speed 40 ft., burrow 30 ft., climb 30 ft., swim 60 ft.
Melee 4 gores +19 (2d6+6/1920)
Space 10 ft.; Reach 5 ft. (15 ft. with gore)
Special Attacks improbable angles, shearing angled travel, sneak attack +3d6
Spell-Like Abilities (CL 14th; concentration +18)
   At will—dimension door, greater invisibility
   1/day—blade barrier, summon (level 5, 1 hound of Tinadalos 65%)
STATISTICS
Str 23, Dex 16, Con 21, Int 17, Wis 20, Cha 18
Base Atk +14; CMB +21; CMD 35 (43 vs. trip)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Dodge, Great Fortitude, Impaling Critical (gore)[UC], Improved Critical (gore)
Skills Acrobatics +17 (+21 to jump), Climb +20, Escape Artist +20, Knowledge (arcana) +18, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (planes) +18, Perception +22, Sense Motive +22, Stealth +16, Swim +20
Languages Aklo
SQ no breath, otherworldly mind, travel sphere
ECOLOGY
Environment any
Organization solitary or squad (28)
Treasure none
SPECIAL ABILITIES
Improbable Angles (Su) If a toad of Tindalos hits a target with a melee attack, the toad counts as flanking the target until the beginning of its next turn.
Otherworldly Mind (Ex) Any non-outsider attempting to read the thoughts of a toad of Tinadlos or communicate with it telepathically takes 7d6 points of nonlethal damage and must succeed on a DC 21 Will save or become confused for 2d6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
Shearing Angled Travel (Su) When a Medium or smaller creature moves through a toad of Tindalos’s threatened area, the toad can use one of its available attacks of opportunity to create an effect similar to dimension door (CL 14th) on the creature. If the creature fails a DC 21 Will save, it teleports to a location chosen by the toad and takes 7d6 points of slashing damage. A creature that succeeds on its save is immune to that frog’s shearing angled travel for 24 hours. The toad of Tindalos does not need to make an attack roll to use this ability. The save DC is Charisma-based.
Travel Sphere (Su) Once per day as a standard action, a toad of Tindalos can create a 10-foot-diameter sphere that works like resilient sphere (CL 14th). Creatures within the newly formed sphere are allowed a DC 21 Reflex save to avoid becoming trapped within the sphere. The toad fills the sphere with whatever environment it chooses, including water, acid, an airless void, or even ordinary air. As a move action, the toad can move the sphere up to 60 feet, bringing the toad along with it. The toad of Tindalos can penetrate the sphere to make attacks, but the sphere’s resistance imposes a 2 penalty on attack and damage rolls and limits the toad to 2 attacks when making a full-attack action. The save DC is Charisma-based.
A creature can ready an action to enter the sphere when a toad of Tindalos penetrates the sphere with an attack. The creature must succeed on a combat maneuver check against the toad to do this; failing this check by 5 or more causes the creature to fall prone as it bounces off the resealed sphere. This attempt does not incur an attack of opportunity from the toad.

Lesser known than hounds of Tindalos, toads of Tindalos are natural enemies of and allies to their counterparts. This dichotomy is especially apparent when the two creatures are in the same place, and they alternate between helping each other and attacking each other. Scholars attribute this to the notion that various dimensional configurations of hounds of Tindalos are unique creatures, even when dealing with the same apparent instances of the hounds.

Toads of Tindalos exhibit a similar relationship to natural geometry as hounds of Tindalos, but they aren’t prevented from entering curved areas. They use their ability to create spatial distortion to shunt would-be attackers away from them and to give them the appearance of being in multiple places at once. The sharp angles forming every aspect of their builds make them suitable gateways for hounds of Tindalos, which the toads often bring into the fold to aid with particularly troublesome foes (with the caveat that the creatures may turn on each other even in the middle of a pitched battle). When they need to protect themselves, especially from hounds of Tindalos, they create spherical barriers that thwart the hounds’ angled entry. Toads of Tindalos create the interior of these spheres from worlds they have visited and often choose their favorite environs, often as a deterrent to opponents entering the sphere and attacking them.

Monday, October 15, 2018

Frightful Fridays! Frogtober! Soppy Frog

We're at the halfway point of Frogtober, so that means we have a bunch more frogs to go! Today's Inktober theme is "weak," and the frog below is decidedly that. However, if PCs aren't careful, the frog will soon grow into a formidable critter while reducing the PCs' power. Hugo Solis (https://deviantart.com/butterfrog) brought home the notion that this is a pitiful creature with his delightful illustration.

I hope you enjoy the soppy frog, and I'll see you tomorrow with the next frog!

Woe is me




This pathetic creature looks like a damp dishcloth cut into the shape of a frog.
Soppy Frog      CR 1/2
XP 200
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 7 (1d10+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft., climb 10 ft., swim 20 ft.
Melee slam 1 (1d24 plus strength sponge)
Space 21/2 ft.; Reach 0 ft.
Special Attacks strength sponge
STATISTICS
Str 2, Dex 15, Con 14, Int 4, Wis 11, Cha 9
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Go Unnoticed[APG]
Skills Climb +10, Perception +4, Swim +10
ECOLOGY
Environment temperate or warm swamps
Organization solitary, pair, or stack (312)
Treasure none
SPECIAL ABILITIES
Strength Sponge (Ex) If a soppy frog succeeds in hitting a target’s touch AC, it inflicts 1d4 points of Strength damage to the target (Fortitude DC 12 half). If the frog successfully inflicts Strength damage to the target, it gains a bonus to its Strength equal to half the damage dealt (minimum 1). The save DC is Constitution-based.
For every 2 points of Strength the soppy frog gains this way, it adds 1 to its attack and damage rolls, CMB, and CMD. If it gains a bonus to its Strength equal to 8 or more, it increases to Small size, gains a +4 size bonus to Constitution (increasing its hit points by 2 per HD, and increasing the save DC against this ability by 2), takes a 2 penalty to Dexterity (reducing its AC and touch AC by 1), increases its natural armor bonus by 2, and increases its space and reach to 5 feet. The increase in size also imposes a 1 penalty on its AC and attack rolls.
The Strength bonus lasts for 1 hour, at which time the soppy frog returns to its normal size.

Soppy frogs are bizarre creatures that seem utterly harmless and attempt to parlay that into surprise attacks where they absorb the might of their victims. They start off flat and shriveled, but as they drain more power from their prey, they fill out into normal frog-like shapes as they grow to twice their original size. They leave their ragged victims behind, too weak to fend for themselves.

Soppy frogs are used by hags and undead that haunt the swamps the frogs call home. The frogs are more of a nuisance to those powerful enough to take on the more intelligent swamp denizens employing them, but the frogs might weaken sword arms just enough to turn the tide for their keepers. Their use by hags enforces a common belief that the frogs are the remains of a civilization cursed by hags to take their dejected form.

Sunday, October 14, 2018

Frightful Fridays! Frogtober! Armageddanura

Hello once again! Today's Inktober/Frogtober theme is clock, so Hugo Solis (https://deviantart.com/butterfrog) and I are presenting a monster that comes with its own set of countdowns. The armageddanura proclaims a world's end (just look at that claw of judgment!) and then proceeds to hasten its demise. If PCs are lucky, they'll get to see how much time they have left before they exit the stage. It could be a short term depending on how the fight against this thing goes.

I hope you're able to end a world or two with the armageddanura (perhaps with some daemons and demons as seasoning to taste). I'll be back tomorrow with another monster!

Doom! No, not that one. Why does everyone ask that?



This immense frog floats above the ground and points a claw in judgment. Each iris in its eyes is an hourglass with a variable amount of sand-like material remaining in the upper part of the hourglass. Its chest features an enormous hourglass with very little sand-like material in the hourglass’s upper chamber.
Armageddanura      CR 22
XP 614,400
NE Colossal outsider
Init +2; Senses darkvision 60 ft.; Perception +40
DEFENSE
AC 40, touch 20, flat-footed 40 (2 Dex, +20 insight, +20 natural, 8 size)
hp 449 (31d10+279); regeneration 20 (good spells and weapons)
Fort +19, Ref +15, Will +23
Defensive Abilities doom revisited on you, fortification (75%); DR 20/epic and good; Immune ability damage, ability drain, acid, cold, death effects, electricity, fire, sonic; SR 33 (28 against spells or effects with the good descriptor)
OFFENSE
Speed 60 ft., fly 80 ft. (average)
Melee bite +34 (8d8+11/1920 plus grab), slam +34 (8d10+11/1920), tongue +29 (6d6+5 plus pull and grab)
Space 30 ft.; Reach 20 ft. (80 ft. with tongue)
Special Attacks constrict (6d6+11), fast swallow, personalized countdown, pull (tongue, 10 fet), swallow whole (plane shift [DC 25] or 4d6 acid damage plus 4d6 cold damage and 4d6 electricity damage and 4d6 fire damage and 4d6 negative energy damage, AC 20, 44 hp), thunder of damnation, trample (8d10+16, DC 36)
Spell-Like Abilities (CL 31st; concentration +39)
   At will—foresight, plane shift
   3/day—quickened polar midnight[UM] (DC 27), quickened storm of vengeance (DC 27), quickened unholy word (DC 27)
   1/day—cursed earth[UM] (DC 27), gate, mass suffocation[APG] (DC 27), tsunami[APG] (DC 27)
STATISTICS
Str 32, Dex 6, Con 29, Int 17, Wis 22, Cha 27
Base Atk +31; CMB +50 (+52 bull rush, +54 grapple and sunder); CMD 78 (80 vs. bull rush or sunder, 82 vs. trip)
Feats Awesome Blow, Blinding Critical, Combat Casting, Critical Focus, Critical Mastery, Deafening Critical, Greater Sunder, Improved Bull Rush, Improved Critical (bite, slam), Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability (polar midnight, storm of vengeance, unholy word)
Skills Fly +24, Intimidate +42, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +40, Spellcraft +34, Use Magic Device +39
Languages Abyssal, Celestial, Common, Infernal; telepathy 200 ft.
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Doom Revisited on You (Su) If a creature fails to overcome an armageddanura’s spell resistance, the spell targets the originator of the spell or effect. In the case of a spell or an effect that affects an area, the spell or effect is centered on the originator. Newly affected creatures are allows a saving throw, but the save DC increases by 5.
If a creature fails to penetrate an armageddanura’s fortification with a critical hit or precision damage, the armageddanura takes no damage. Instead, the attack reflects back on the attacking creature, which makes a new attack roll against itself with a +5 bonus on the attack roll. The attack deals precision damage and automatically inflicts a critical hit if the attack is successful.
Personalized Countdown (Su) A creature that sees an armageddanura views a clock that shows the hour and date of its irrevocable death. The creature must attempt a DC 28 Will save. On a failed save the creature becomes frightened for 1 minute, while a successful save reduces this to shaken for 1 minute. This is a mind-affecting gaze effect. The save DC is Intelligence-based.
Swallow Whole (Su) A creature swallowed by an armageddanura that makes its save against the plane shift effect while swallowed whole takes the listed damage. The swallowed creature must attempt the saving throw against the plane shift effect each turn.
Thunder of Damnation (Su) Once per hour, an armageddanura can make a proclamation of doom. All creatures within a 1-mile radius take 4d6 sonic damage (Fortitude DC 33 halves). A creature that failed the first save must succeed on a second DC 33 Fortitude save or become stunned for 1d6 rounds. The save DC is Charisma-based.

When a world is imminently doomed, but its death throes threaten the multiverse, an armageddanura arrives to ensure the world meets its fate without collateral damage. Since the creature leaves no survivors, its existence is almost unknown among mortal creatures. Those who have studied the creature and the path of destruction in its wake believe a group of deity-like beings created it to enact judgment upon worlds they oversaw. The good beings among them built in a hidden failsafe, which allows good-aligned weapons or spells to overcome the considerable defenses at the armageddanura’s disposal.

An armageddanura lays waste to major settlements before moving on to pick off stragglers. If it meets stiff opposition, it spends time to destroy the offending object or to devour a particularly pugnacious foe to either shunt the foe to a random plane or destroy the foe with the planar energies composing it. It usually must dispatch some gathering of “heroes” seeking to prevent the afrogalypse.

Saturday, October 13, 2018

Frightful Fridays! Frogtober! Protector Plush Frog

Frogtober hops on as we reach day 13! Today's theme is "guarded," and what can make you feel more guarded than a lovable plush frog that can rip into those who try to harm you? I can't think of anything, either. Hugo Solis (https://deviantart.com/butterfrog) did a marvelous job of capturing the protector plush frog's adorableness, while hinting at an underlying menace for those that provoke it.

I hope you enjoy today's Frogtober offering, and I'll see you again tomorrow!


We're friends 'til the end, remember?


This child’s toy is fashioned like a warmly smiling, bright green frog. It has a soft appearance and looks as though it could serve as a pillow.
Protector Plush Frog      CR 1
XP 400
N Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 14 (2d10+3)
Fort +0, Ref +2, Will +0
Immune construct traits
OFFENSE
Speed 20 ft.
Melee slam +2 (2d4-2)
Space 21/2 ft.; Reach 0 ft.
Special Attacks ward protector
STATISTICS
Str 6, Dex 15, Con —, Int 3, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Improved Initiative, Toughness
Skills Perception +6, Sense Motive +0 (+8 on checks for its ward and creatures interacting with its ward); Racial Modifiers +4 Perception, +8 Sense Motive on checks for its ward and creatures interacting with its ward
Languages magic mouth (limited set of phrases)
SQ calming influence
SPECIAL ABILITIES
Calming Influence (Ex) While within 5 feet of its ward, a protector plush frog grants its ward a +4 morale bonus on saves against fear.
Ward Protector (Su) When a protector plush frog’s ward is threatened, the frog gains +4 Strength, hardness 2, and a +8 morale bonus on Intimidate checks. If the frog uses its magic mouth as a move action it can make a Intimidate check to demoralize all opponents within 30 feet that can hear it. It makes a single check and applies that to all affected opponents. Finally, the frog is not destroyed when it reaches 0 hit points; instead it gains the ferocity defensive ability, treating its Constitution score as 10. When the frog is reduced to 0 hit points or less, its horrifying appearance allows it to make a free Intimidate check to all opponents within 30 feet that can see it.
If a protector plush frog’s ward is no longer threatened, the frog reverts to its normal form at the beginning of its next turn. If the frog is at 0 hit points or less when it does so, it is immediately destroyed.

Protector plush frogs serve as companions and protectors to humanoid children primarily, but they are sometimes found with adults and non-humanoid creatures that appreciate the frogs’ utility. During the frogs’ creation, they are paired with the person or creature they are to protect. Changing “owners” incurs a cost equal to 1/10 the price to create a protector plush frog.

When protector plush frogs are in companion mode, they are soft and cuddly. Their creation involves a series of phrases used to improve their wards’ self-esteem or otherwise encourage a sense of play. Sample phrases include, “You’re my best friend,” “You’re making me croak up,” or “You’re terrific.” The frogs’ rudimentary intelligence allows them to choose the most appropriate phrase for the situation. Some protector frogs have phrases they use to intimidate or drive away opponents, but often the sheer fact that a toy turns to speak to an unsuspecting foe is creepy enough.

In addition to their ability to frighten away those who would harm their wards, protector plush frogs gain supernatural strength and fortitude when standing guard over their wards. If they survive turning away threats, they return to their cuddly form immediately and seek to reassure their frightened charges.

A typical protector plush frog is 11/2 feet in diameter and weighs less than 1 pound. Its weight increases to 5 pounds when it is in protector mode.

Construction
A protector plush frog is sewn from cloth and contains goose down or comparable stuffing. The frog is treated with alchemical solutions, costing 200 gp, to allow it to withstand the rigors of play and battle.

Protector Plush Frog
CL 5th; Price 4,200 gp

CONSTRUCTION
Requirements Craft Construct, animate objects, lesser geas, magic mouth, permanency, remove fear, creator must be at least caster level 5th; Skill Craft (cloth) DC 20; Cost 2,200 gp

Friday, October 12, 2018

Frightful Fridays! Frogtober! Amphrogoliath

Hello! Day 12 of Frogtober comes back to a semi-frequent theme on this blog: mashup monsters. Today's theme was "whale," so I decided to smoosh a frog and a whale together. It works! (I think) Hugo Solis (https://deviantart.com/butterfrog) admirably illustrated the amphrogoliath and added a number of cool features to the original description I gave him. It looks really cool, and I think it would be terrifying to run into one of these in the water, or just out of it.

I hope you enjoy the amphrogoliath, and I'll see you tomorrow with another frog-based monster!

Off-brand version of the "Jaws" theme plays



This bizarre cross between frog and whale has the length and pectoral fins (albeit frog-shaped) of a typical whale. Its head is an amalgam of frog and whale, it has powerful frog hindlegs that aid with its speed in the water, and it has a row of relatively stubby frog forelegs near where its tail would be. Its blue coloration, with rich green striations, helps it blend in with its aquatic environs.
Amphrogoliath      CR 12
XP 19,200
N Gargantuan magical beast (aquatic)
Init 2; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 28, touch 4, flat-footed 28 (2 Dex, +24 natural, 4 size)
hp 168 (16d10+80); fast healing 5
Fort +15, Ref +8, Will +11
OFFENSE
Speed 30 ft., swim 90 ft.
Melee bite +23 (6d6+11 plus grab), tail slap +21 (3d6+5), tongue +21 (1d8+5 plus grab)
Space 20 ft.; Reach 15 ft. (40 ft. with tongue)
Special Attacks capsize, pull (tongue, 15 feet), smashing breach, swallow whole (6d6 bludgeoning damage, AC 22, 16 hp), trample (6d6+16, DC 29)
STATISTICS
Str 32, Dex 6, Con 21, Int 3, Wis 18, Cha 11
Base Atk +16; CMB +31 (+33 bull rush, +35 grapple); CMD 39 (41 vs. bull rush, 43 vs. trip)
Feats Awesome Blow, Crippling Critical[APG], Critical Focus, Improved Bull Rush, Iron Will, Multiattack, Power Attack, Quick Bull Rush[UC]
Skills Perception +16, Stealth 5 (+15 in water), Swim +23; Racial Modifiers +20 Stealth in water
SQ amphibious
ECOLOGY
Environment temperate or warm oceans and coastlines
Organization solitary, pair, or crash (36)
Treasure incidental
SPECIAL ABILITIES
Fast Healing (Ex) If an amphrogoliath completely leaves water, its fast healing is reduced to 2 beginning on its next turn.
Smashing Breach (Ex) As a full-round action, an amphrogoliath can make a special charge attack against creatures on the surface of the water. At the end of its charge, the amphrogoliath breaches, then slams down onto the target with incredible force. Any Large or smaller creatures in the amphrogoliath’s space must make a DC 23 Reflex save or take 6d6+16 points of bludgeoning damage and be forced into the nearest space adjacent to the amphrogoliath. This breach automatically attempts to capsize any boats caught wholly or partially in this area. The save DC is Constitution-based.
Trample (Ex) An amphrogoliath can only trample creatures when it is on land.

Amphrogoliath origins have been lost to the mists of time, but the prevailing theory among scholars of ancient aquatic empires is that transmuters creates amphrogoliaths as engines of war against landbound kingdoms. While those ancient kingdoms are no more, or, at the very least, no longer threaten those living above the wave, amphrogoliaths still ply the seaways and endanger ships and coastal dwellers alike.

Amphrogoliaths have exceptionally slow metabolisms and swim lazily about the oceans they claim as their territories. Since they have few natural (or unnatural) predators and seldom require much food, they share the water with a wide variety of creatures with no issue. However, in the rare occasions where they must exert themselves or otherwise become hungry, they quickly depopulate an area measuring a mile in radius. If they happen to be near shore, they hop up on land and raid nearby villages for food, which includes hapless villagers in their way.

Either their odd biology, or a failsafe mechanism bred in by their creators, makes it so amphrogoliath offspring cannot survive in open water. The “tadpoles” must live in damp mud for the first two years of their lives, while they grow at a prodigious rate. One or both parents lurks in open water nearby or on the shore where they deposit their offspring. The parents are fierce protectors of their young but leave their progeny on their own once they reach maturity. Unless food is scarce, crashes of amphrogoliaths get along well with each other and often protect other amphrogoliaths under attack.

An adult amphrogoliath measures 75 feet long and weighs 50 tons. An amphrogoliath that spends its life peacefully can reach 70 years of age.

Thursday, October 11, 2018

Frightful Fridays! Frogtober! Tormentoad

It's time for another Frogtober monster! For today's "cruel" Inktober theme, Hugo Solis (https://deviantart.com/butterfrog) delivered an awesome rendition of the tormentoad, a happy little(?) "kyton toad" that likes pain. OK, actually, it likes to inflict lots of pain. Its barbed tongues are pretty long, but just getting out of reach of them won't save PCs, since it can also teleport its tongues. Fun!

I hope you enjoy the tormentoad, and I'll see you tomorrow with a friendlier frog monster.

Welcome to my nightmare



This gigantic toad has tusks jutting out from below its mouth and horns above its wickedly-gleaming eyes. Its mouth and tusks are ringed with sharp barbs. It flicks out a long tongue also covered in terrible barbs.
Tormentoad      CR 10
XP 9,600
LE Huge outsider (evil, extraplanar, lawful)
Init 2; Senses darkvision 60 ft., deathwatch; Perception +20
DEFENSE
AC 24, touch 6, flat-footed 24 (-2 Dex, +18 natural, 2 size)
hp 136 (13d10+65)
Fort +11, Ref +6, Will +12
DR 10/good and silver; Immune cold, pain effects, poison; Resist acid 10, fire 10; SR 21
OFFENSE
Speed 50 ft.
Melee bite +19 (1d8+8), gore +19 (2d6+8), 2 tongues +18 (2d6+4 plus 2d4 bleed and grab)
Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
Special Attacks impale, inescapable reach, inflict pain, powerful charge (gore, 4d6+8), pull (tongue, 10 feet)
Spell-Like Abilities (CL 13th; concentration +13)
   Constant—deathwatch
   3/day—cure light wounds
STATISTICS
Str 26, Dex 6, Con 21, Int 8, Wis 19, Cha 10
Base Atk +13; CMB +23 (+27 grapple); CMD 31 (35 vs. trip)
Feats Dazzling Display, Gory Finish[UC], Great Fortitude, Multiattack, Power Attack, Shatter Defenses, Weapon Focus (tongue)
Skills Acrobatics +14 (+22 to jump), Heal +20, Intimidate +16, Knowledge (local) +15, Perception +20
SQ fed by suffering
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary or wrack (28)
Treasure none
SPECIAL ABILITIES
Fed by Suffering (Ex) If a creature fails its Fortitude save against a tormentoad’s inflict pain ability, or if a creature grappled by the tormentoad takes bleed damage, the tormentoad heals 5 hit points.
Impale (Ex) If a tormentoad confirms a critical hit with its gore attack against a creature smaller than itself, the tusk impales the target creature. An impaled creature gains the pinned condition (though the tormentoad doesn’t gain the grappled condition), takes 1d6 points of bleed damage, and automatically takes half damage from the tormentoad’s gore each round it remains pinned. It can continue to make a gore attack while it is impaling a creature, but it deals half damage. If it impales two creatures, it can no longer make its gore attack. Against an impaled creature, the tormentoad doesn’t need to succeed at a grapple combat maneuver check to maintain the grapple. The tormentoad can release an impaled creature as a free action.
Inescapable Reach (Ex) As a full-round action, a tormentoad can detach one of its tongues and teleport it as if it used dimension door. The tongue can make an attack after it teleports. The tormentoad can use another full-round action to teleport the tongue (and any creatures the tongue has grabbed) to its mouth. If the tormentoad is adjacent to a detached tongue, it can use a move action to reattach it.
Inflict Pain (Ex) If a creature is struck by a tormentoad’s natural attacks or the tormentoad maintains a grapple against a creature, the creature must succeed on a DC 21 Fortitude save or become staggered for 1 round from the pain. The save DC is Constitution-based.

Kytons are not known as sentimental creatures by any stretch of the imagination, but, if they had the concept of a beloved pet, tormentoads would fit the bill. These extraplanar animals are highly intelligent compared to more mundane specimens and apply that intelligence to maximizing pain. They are well aware of the effects of pain on those not inured to it and enjoy inflicting suffering on their victims, especially with an audience. Tormentoads are constantly aware of how close their victims are to death, so they often release and may even heal those who are on the edge of death in order to prolong their victims’ suffering.

Tormentoads often make their way to the Material Plane to serve cruel interrogators in order to viciously extract information or merely inflict torture. After their work is done, they are free to roam and inflict pain on the soft creatures of the world. While they delight in the squeals of pain from non-sentient creatures, they much prefer administering their tender mercies on sentient beings who experience the existential dread associated with pain. Tormentoads escaping the Plane of Shadow also escape the pain of being pain-inflicting monsters among creatures who embrace and enjoy pain.

A typical tormentoad stands 20 feet tall, measures 16 feet in length, and weighs 3,000 pounds.

Wednesday, October 10, 2018

Frightful Fridays! Frogtober! Bitter Medicine Frog

It's time for another Frogtober monster, and you're invited! Hugo Solis (https://deviantart.com/butterfrog) created a masterful rendition of this frog creature that is actually a colony of slime molds. The bitter medicine frog can cure nausea, but at a terrible price. If no one purposefully eats one, it likes to jump into the gullets of potential warm-bodied hosts where it devours them from the inside to produce more bitter medicine frogs. It's the circle of life!

I hope you enjoy the bitter root frog, and I'll be back tomorrow with another froggy monstrosity.

I'd also like to point you to an archetype by Landon Bellavia, inspired by the arcanaruna: https://questwriter.tumblr.com/post/178875933973/arcanarunologist. The archetype does a fantastic job of showing an arcanaruna's growth from juvenile to adult. I hope you like it as much as I do!

Blorbbit!



This slime mold is shaped like a frog and has nodules of fungal material protruding from its body like warts. When it moves along a surface, its front half shifts and the back half flows quickly toward the front half.
Bitter Medicine Frog      CR 8
XP 4,800
CN Tiny plant
Init +9; Senses low-light vision, tremorsense 30 ft.; Perception +14
DEFENSE
AC 22, touch 18, flat-footed 16 (+5 Dex, +1 dodge, +4 natural, +2 size)
hp 102 (12d8+48); regeneration 5 (cold)
Fort +12, Ref +11, Will +7
Defensive Abilities amorphous; DR 10/slashing; Immune acid, plant traits; Resist fire 10
Weaknesses cold
OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +16 (1d24 plus attach)
Space 21/2 ft.; Reach 0 ft.
Special Attacks attach, forced ingestion
STATISTICS
Str 2, Dex 21, Con 18, Int 5, Wis 17, Cha 8
Base Atk +9; CMB +12; CMD 19 (can't be tripped)
Feats Dodge, Go Unnoticed[APG], Improved Initiative, Lightning Reflexes, Mobility, Weapon Finesse
Skills Climb +13, Perception +14, Stealth +20
ECOLOGY
Environment temperate and warm forests
Organization solitary or apothecary (212)
Treasure none
SPECIAL ABILITIES
Forced Ingestion (Ex) If a bitter medicine frog succeeds on a grapple check to maintain a grapple, it forces itself down its target's throat. It removes any sickened or nauseated conditions currently suffered by its target, and its target is immune to spells or effects that cause these conditions. While within the target, the bitter medicine frog deals 8d6 points of acid damage to the target each round (DC 20 Fortitude save halves) and it releases paralyzing spores every 1d3 rounds. When it releases spores, the target must succeed on a DC 20 Fortitude save or become paralyzed for 1 minute. The save DCs are Constitution-based.
The bitter medicine frog takes half damage from attacks targeting the host or including it in an area effect. Removing a bitter medicine frog requires cutting into the victim, which deals 2d6 points of damage, and a successful DC 20 Heal check.

Bitter medicine frogs get their name from their uniformly frog-like shape and their dangerous use to combat nausea. The cure often proves overwhelmingly more lethal than the symptoms it’s meant to alleviate. While they look like strange frogs, they are actually colonies of slime molds with a hive mind. Bitter medicine frogs reproduce by implanting themselves into living hosts and consuming their hosts from the inside. The originating colonies die along with their hosts, but the spores they use to paralyze their hosts form new colonies which burst from the corpses one month later.

Bitter medicine frogs roost in trees and are difficult to spot among the greenery. They use height to their advantage, so they can drop onto the heads of their victims. However, they are fast climbers, allowing even grounded bitter medicine frogs to reach their victims’ mouths seconds after attaching to their legs. More mercenary druids employ the plants as weapons against their foes, welcoming the replacement of flesh-and-blood humanoids with a fresh patch of bitter medicine frogs.

Tuesday, October 9, 2018

Frightful Fridays! Frogtober! Prismafrog

Welcome back once more to Frogtober! Today's theme is "precious," and the frog that Hugo Solis (https://www.deviantart.com/butterfrog) illustrated is certainly that. More than that, though, the prismafrog is a guardian of other, perhaps more precious, treasure. It has an array of prismatic beams and eye beams it can fire to really wreck treasure looting PCs' days.

I hope you enjoy the prismafrog. See you tomorrow with something decidedly less blingy.

The croaking crown jewel




This towering golden frog has a line of expensive gems of varying sizes and color down its back. Its left eye is a diamond and its right eye is a garnet. Light emanates from the gems and the frog itself.
Prismafrog      CR 19
XP 204,800
N Large construct
Init +11; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 34, touch 20, flat-footed 23 (+11 Dex, +14 natural, 1 size)
hp 212 (28d10+58); fast healing 10
Fort +9, Ref +20, Will +9
DR 20/adamantine and magic; Immune construct traits, gem immunities
Weaknesses susceptible to darkness
OFFENSE
Speed 40 ft.
Melee slam +33 (2d6+6)
Ranged eye ray +33 touch (heightened [9th] disintegrate or imprisonment) and prismatic ray +33 touch (prismatic ray)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 28th; concentration +30)
   At will—sunburst (DC 20)
   1/day—prismatic sphere (DC 21)
STATISTICS
Str 23, Dex 33, Con —, Int —, Wis 10, Cha 15
Base Atk +28; CMB +35; CMD 56 (60 vs. trip)
Feats Toughness[B]
ECOLOGY
Environment any
Organization solitary or laserium (26)
Treasure triple (body worth 105,000 gp, intact gem worth 5,000 gp each)
SPECIAL ABILITIES
Eye Ray (Ex) A prismafrog’s eye ray has a range of 240 feet. Unless commanded otherwise, the prismafrog has an equal chance to fire a ray that operates like disintegrate (heightened to a 9th-level spell) or imprisonment. The save DC for either effect is 26. The prismafrog can use one prismatic ray one eye ray as a full attack action.
Gem Immunities (Su) While all of a prismafrog’s gems are intact, it is immune to all forms of energy damage. Destroying a gem removes the specified energy immunity and the use of a prismatic ray. Each gem has hardness 20 and 60 hit points. Amethyst: No immunity and violet prismatic ray; Azurite: No immunity and indigo prismatic ray; Citrine: Immunity to electricity and yellow prismatic ray; Diamond: Immunity to force and disintegrate eye ray; Emerald: Immunity to sonic and green prismatic ray; Garnet: No immunity and imprisonment ray; Ruby: Immunity to fire and red prismatic ray; Sapphire: Immunity to cold and blue prismatic ray; Topaz: Immunity to acid and orange prismatic ray.
Prismatic Ray (Su) A prismafrog’s prismatic ray has a range of 240 feet. When the prismafrog targets a creature, roll a d8 to determine the color of the beam(s) that fire at the target: 1—red—2d4x10 points of fire damage; 2—orange—2d4x10 points of acid damage; 3—yellow—2d4x10 points of electricity damage; 4—green—poison (poison [save DC 26, frequency 1/round for 6 rounds; initial effect death; secondary effect 1 Con; cure 2 consecutive saves); 5—blue—flesh to stone (DC 26 Fort save negates); 6—insanity (DC 26 Will save negates); 7—plane shift (DC 26 Will save negates); 8—roll twice, ignoring results of 8).
The prismafrog can use one prismatic ray one eye ray as a full attack action.
Susceptible to Darkness (Ex) If a prismafrog is in an area of darkness, it cannot use its eye ray or prismatic ray.

Prismafrogs are ostentatious protectors of equally ostentatious tombs and treasure vaults. Their creation is a jealously guarded secret among those who know how to craft them. Arcanarunas who set up lairs to hoard their stored spell knowledge use prismafrogs to guard their lairs.

Prismafrogs are autonomous creatures with a built-in randomizer to their attacks, obviating the need for them to make choices. While they are not bright enough to decide on how to employ their attacks, they are programmed to use sunburst to counter darkness effects that render them ineffective. Intelligent controllers can direct prismafrogs to use specific eye rays and prismatic rays, but this lack of randomness means directed prismafrogs cannot use a combined ray.

Construction
A prismafrog’s body is made of 1,500 pounds of adamantine and gold, plus gems required for the eye ray and prismatic ray abilities (amethyst, azurite, citrine, diamond, emerald, garnet, ruby, sapphire, and topaz) worth a total of 150,000 gp.

Prismafrog
CL 20th; Price 650,000 gp

CONSTRUCTION
Requirements Craft Construct, Heighten Spell, disintegrate, geas/quest, imprisonment, prismatic sphere, prismatic spray, wish, creator must be caster level 20th; Skill Craft (sculpture) DC 40; Cost 400,000 gp.