Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Aberrations‎ > ‎Froghemoth (3pp)‎ > ‎


Like some strange tentacular shark, the tadhemoth darts towards its prey. Its eye fixes straight ahead, and its tentacles lash out at the frightened target, grabbing and pulling its meal towards its fanged maw.

Tadhemoth CR 5

XP 1,200
N Large aberration (aquatic)
Init +6; Senses Perception +14


AC 19, touch 11, flatfooted 17 (+2 Dex, +8 natural, -1 size)
hp 43 (8d8+8)
Fort +7, Ref +4, Will +7
Immune electricity (partial) Resist fire 10


Speed 10 ft., swim 30 ft.
Melee +11 bite (1d6+5/19-20 plus grab), +7/+7 tentacles (1d4+2 plus grab), +7 tongue (1d4+2 plus grab)
Space 10 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks swallow whole (2d6+3 damage, AC 16, hp 10)


Tadhemoths hunt with slightly more intelligence than their more juvenile counterparts. Though they will still attack anything they think they can eat, they are more stealthy and cunning in their attacks. The tadhemoth’s preferred mode of attack is to approach potential prey from behind.

Once prey has been ensnared and swallowed, the tadhemoth will attempt to break off any combat, retreating to deeper waters to swallow and digest its meal. As tadhemoths fight only for food, they break off any combat in which they take more than 50% of their hp in damage. Tadhemoths rarely attack entities that they remember as seriously hurting them, preferring to seek easy prey.


Str 20, Dex 14, Con 13, Int 1, Wis 12, Cha 9
Base Atk +6; CMB +11; CMD 23
Feats Improved Critical (bite), Improved Initiative, Multiattack, Power Attack
Skills Perception +10, Stealth +10 (+18 in marshes), Swim +17; Racial Modifiers +5 Perception, +8 Stealth (in marshes)
SQ amphibious 


Amphibious (Ex)

A tadhemoth can survive either in or out of water although they have more difficulty on dry land.

Slowed by Electricity (Ex)

While tadhemoths take no damage from electricity, electrical attacks other than that of a woghemoth confuse them, and they become slow for 1 round, as if affected by the spell slow.