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# Frogon Frogon are frog like creatures that are known for their ability to swallow rocks, and spit them out as a stream of molten lava. These strange looking creatures are known for eating anything, even certain types of minerals if they get hungry enough. They are however very efficient, as they are able to survive on very little food, and any reserves they do have are stored inside their tail, which becomes thicker the more nutritions they store into it. They need at least some exposure to heat from time to time, as they originally come from hot and humid climates, which limits their use as beasts of war to other races, except for half brass and half red dragons. These half dragons are able to use their fire breath on their frogon companions, which sustains them for a long period of time without harming them, and even heals them due to the frogon's Damage Absorption trait. ***Personality.*** Frogons are timid creatures that live together in large groups. When pressed however, they can become deadly foes, spitting out streams of fire to any would be attackers. They are very social creatures, and known to bond even with creatures outside their own species. Using this knowledge, many have sought to domesticated the frogon. At first it seemed like this would be a failure, due to the frogon's reliance on heat. However, half brass and red dragons were able to work around this by using their fire breath to sustain their frogon, which caused the frogons to form a deep bond with their half dragon companions. To the point that they were able to be used as beasts of burden as well as war. ***Frogon Companion.*** In order to bond with a frogon, you must have a way to deal direct fire damage to it, which it will consider a sign of bonding. This is provided you and your companions were not hostile to it. If you first use your fire based attack on an area on the ground next to you, then at your DM's discretion it may approach you if you remain still. If it is close enough, you can use your fire based attack on it, after which you can make a Wisdom (Animal Handling) check with advantage against it to bond with it (DC15). \columnbreak ___ > ## Frogon > *Large monstrosity, unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 52 (7d10 + 14) > - **Speed** 40 ft. >___ > | STR | DEX | CON | INT | WIS | CHA | > | :---: | :---: | :---: | :---: | :---: | :---: | > | 16 (+3) | 14 (+2) | 14 (+2) | 4 (-3) | 10 (+0) | 10 (+0) | >___ > - **Damage Immunity** fire > - **Senses** darkvision 60 ft., passive Perception 10 > - **Challenge** 3 (700 XP) **Proficiency Bonus** +2 > ___ > ***Amphibious.*** The frogon can breathe air and water. > > ***Standing Leap.*** The frogon's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ***Damage Absorption.*** Whenever the frogon is subjected to fire damage, it takes none of that damage and instead regains a number of hit points equal to half the amount of fire damage it would have taken (rounded down). > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the frogon can't bite another target nor use its Spit Fire trait. > > ***Swallow.*** *Melee Weapon Attack:* +5 to hit, Reach 5 ft., one Medium or smaller creature the frogon is grappling. *Hit:* 10 (2d6 + 3) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frogon, and it takes 10 (3d6) acid damage and 11 (2d10) fire damage at the start of each of the frogon's turns. The frogon can have only one target swallowed at a time. If the frogon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. > > ***Spit Fire (Recharge 5–6).*** The frogon spits a stream of molten rocks in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
>**Art:** Drawn by rlyJustcallmeT