12
7 (3d6 - 3)
30 ft., swim 30 ft.
Perception +4
psychic
truesight 30 ft.
—
1
The froggoth can breathe air and water.
The froggoth's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
All creatures within 10 feet of the froggoth that are not a froggoth must succeed a DC 14 Wisdom saving throw. On a failed save, the creature becomes charmed while within 10 feet of the froggoth. While charmed by this effect, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Any creature within 60 feet of the froggoth that is not a froggoth must make a DC 14 Wisdom save. On a failed save the creature views the terrain as shifting and swirling. The area becomes difficult terrain and it is impossible to determine the location of environmental hazards. The froggoth is also invisible to the creature. On a successful saving throw, the creature is immune to the froggoth's aura for 1 minute.
Ranged Spell Attack: +3 to hit, range 10 ft., one target. Hit: 2d4 psychic damage.The froggoth can only use this action against a target that is charmed by Psychic Miasma.