TEXT: Exotic Encounters:
  Froghemoths
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great job 
  of attacking the problem of providing game statistics and 
  mechanical information for a very wide variety of creatures. 
  There are a lot of strange creatures from fantasy novels and 
  movies, from ancient mythology, and, as time went on, from 
  the twisted minds of game designers and even GMs, for 
  that matter. Anyone today who tried to go about creating an 
  extensive bestiary of all the different cool and interesting 
  fantasy monsters could fill three or four volumes with three 
  hundred monsters each, and still have a long way left to go, 
  with fans crying out for various “forgotten” monsters to get 
  some attention. That kind of breadth doesn’t leave a whole 
  lot of room for depth, and that’s where Exotic Encounters 
  comes in.
   
  There are all kinds of reasons why you might not 
  want to use a monster stat-block straight from the core 
  rules. For one thing, if your players have a habit of browsing 
  through such books, or are long-time veterans who know 
  the basic ins and outs of most fantasy staples, you may 
  need an unusual stat-block just to throw them a curve 
  ball and teach them that they can’t count on their out of 
  character knowledge to take all the mystery out of the game. 
  Alternatively, many GMs can recall a time when they wanted 
  to make use of a certain monster in their game, only to find 
  that it was a few CRs too high or low for what they had in 
  mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These variants 
  aren’t simple tweaks, and are more than simply advancing 
  or removing Hit Dice, though that occurs as well. Each of 
  these three variations on the monster’s theme has a specific, 
  flavorful goal in mind, and a role to play, and their statistics 
  entries are gently massaged in order to make them fit those 
  roles. Further, each of these variants comes with brand new 
  specially-crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the froghemoth. These strange creatures seem like 
  they would be more at home in a sci-fi pulp setting than the 
  average fantasy game, and this is played up in their entry in 
  the Pathfinder Bestiary, which teases of an alien origin. This 
  book imagines three varieties of froghemoths that might 
  have developed on other planets in other conditions, which 
  can serve a fantasy campaign just as well as the original, or 
  make for an exciting encounter should your players choose to 
  venture beyond the stars. First is the arctic froghemoth (CR 
  8), the product of a frozen world, its tentacles end in barbed 
  harpoons, and its icy breath slows those affected by it. Next 
  is the volcanic froghemoth (CR 16), which prefers a warmer 
  clime, and can spit globules of burning pitch that remain on 
  the battlefield and serve as a dangerous obstacle, and which 
  possesses a dangerous fire aura that helps protect it from its 
  crippling weakness to cold. Finally, the deep froghemoth 
  (CR 19) may well be the last remnant of an ancient space-
  faring race of proto-froghemoths who populated the stars. 
  In addition to being more intelligent than its kin, it is 
  much larger, with a body that sweats acid and the ability to 
  surround itself in a cloud of deadly spores.
  
  3
  Arctic Froghemoth
   
  This oversized, frog-like creature’s slimy skin is a 
  mottled mix of whites and greys. Multiple inhuman eyes 
  survey its surroundings on miniature stalks that protrude 
  from its head, and it sports a number of long, flexible 
  tentacles that end in cruel-looking barbs and spikes.
  FROGHEMOTH, ARCTIC 
   
                          CR 8
  XP 4,800
  N Large aberration
  Init +6; Senses all-around vision, blindsight 30 ft., 
  darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size)
  hp 105 (10d8+60)
  Fort +9, Ref +5, Will +8
  Immune cold; Resist electricity 5
  Weaknesses slowed by fire, vulnerability to fire
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee bite +13 (1d8+7 plus grab), 4 tentacles +11 (1d6+3 
  plus harpoon), tongue +11 (grab)
  Space 10 ft.; Reach 5 ft. (15 ft. with tentacles, 20 ft. with 
  tongue)
  Special Attacks breath weapon (30-ft. cone, 6d6 cold 
  damage plus deep freeze, Reflex DC 21 half, usable every 
  1d4 rounds), swallow whole (2d6+6 acid and cold damage, 
  AC 15, hp 10)
  STATISTICS
  Str 24, Dex 15, Con 22, Int 2, Wis 13, Cha 11
  Base Atk +7; CMB +15 (+19 grapple); CMD 26
  Feats Improved Initiative, Lunge, Multiattack, Power 
  Attack, Skill Focus (Stealth)
  Skills Perception +14, Stealth +15 (+23 in snow), Swim +15; 
  Racial Modifiers +8 Perception, +8 Stealth in snow
  ECOLOGY
  Environment cold coasts, marshes, and water
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  All-Around Vision (Ex): An arctic froghemoth’s 
  stalked eyes allow it to see in all directions at once. It 
  cannot be flanked.
   
  Deep Freeze (Su): The inside of an arctic 
  froghemoth is supernaturally cold, and any creature that 
  is suffers cold damage from the arctic froghemoth’s breath 
  weapon or as a result of being swallowed whole by the 
  froghemoth must succeed on a Fortitude save (DC 21) or 
  be affected as though by the spell slow for 1d4 rounds. 
  Creatures that fail this saving throw by 10 or more are 
  paralyzed for 1d4 rounds, instead. The saving throw DC is 
  Constitution-based.
   
  Harpoon (Ex): Whenever an arctic froghemoth 
  hits a creature with one of its tentacle natural attacks, 
  it attempts to impale them with the barbed, harpoon-
  like end of the tentacle. The arctic froghemoth may 
  immediately attempt to start a grapple with the target as 
  a free action, without provoking attacks of opportunity. 
  If the arctic froghemoth succeeds in starting a grapple 
  in this way, it automatically conducts the grapple using 
  only the tentacle that it hit with, though it only suffers a 
  -8 penalty for doing so, instead of the normal -20 penalty 
  for conducting a grapple with only part of its body. 
  Any creature that is successfully grappled by the arctic 
  froghemoth’s tentacle as a result of this ability suffers 5 
  points of bleed damage.
   
  While conducting a grapple with just one tentacle, 
  the arctic froghemoth cannot freely end the grapple, and 
  must succeed on a combat maneuver check to do so. Any 
  time that the arctic froghemoth succeeds on a combat 
  maneuver check to maintain the grapple, instead of 
  dealing damage, it can choose to automatically pull the 
  grappled creature within range of its mouth, allowing it 
  to make a bite attack against the grappled creature as a 
  free action. If this bite attack hits, the grappled creature 
  is grabbed by the arctic froghemoth’s mouth, and is no 
  longer grappled by its tentacle
   
  Slowed by Fire (Ex): In addition to taking 
  additional damage from fire-based attacks, an arctic 
  froghemoth that suffers fire damage is affected as though 
  by the spell slow for 1 round.
  Ecology
   
  Smaller than their more common and temperate 
  cousins, arctic froghemoths are no less fierce. Easily 
  distinguished by their pale coloration, their smaller 
  size, and their very long, sinewy tentacles tipped with 
  harpoon-like barbs, arctic froghemoths are well-adapted 
  to their chosen climate. They can typically be found along 
  coastlines in particularly cold regions, although rumors 
  abound that the creatures are alien in nature, and that 
  their natural habitat is a frozen moon. Whatever their role 
  in the stars might be, here they tend to be a nuisance to 
  fishermen and hunters in the areas in which they take up 
  residence, and a deadly threat to those who don’t know to 
  prepare for them.
   
  Ambush predators by nature, arctic froghemoths 
  pose relatively little threat to those that are able to spot 
  them in advance and keep their distance, as the creatures 
  will rarely roam or chase after prey. Anyone travelling 
  through land inhabited by arctic froghemoths would also 
  be wise to keep a few flasks of alchemist’s fire with them, 
  or better yet a spellcaster capable of casting fire spells, as 
  heat is not only a very effective means of combatting the 
  creature, but slows it, allowing potential victims to escape, 
  or even turn the tide.
  
  4
  Volcanic Froghemoth
   
  The creature before you has sleek, shiny skin in a 
  brilliant pattern of reds and yellows, with occasional black 
  spots that give it the overall appearance of being on fire. Its 
  body is vaguely froglike, but it sports four long tentacles 
  instead of forearms, and it has a trio of angry-looking 
  eyestalks which swivel towards you as the creature’s throat 
  expands and then contracts, and a giant ball of flaming goo 
  erupts from its throat.
  FROGHEMOTH, VOLCANIC 
   
                          CR 16
  XP 76,800
  N Huge aberration
  Init +5; Senses all-around vision, blindsight 30 ft., 
  darkvision 60 ft.; Perception +17
  Aura heat aura (5 ft., 4d6 fire damage, Fort DC 27 half)
  DEFENSE
  AC 31, touch 9, flat-footed 30 (+1 Dex, +22 natural, -2 size)
  hp 250 (20d8+160); fast healing 10 (see below)
  Fort +13, Ref +9, Will +13
  Immune fire
  Weaknesses stunned by cold, vulnerable to cold
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +23 (2d6+10/19-20 plus grab), 4 tentacles +22 
  (1d8+5 plus grab), tongue +21 (1d4+5 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks constrict (tentacle, 1d6+10), spit fire, 
  swallow whole (6d6+10 fire damage, AC 21, hp 25)
  STATISTICS
  Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
  Base Atk +15; CMB +27 (+31 grapple); CMD 38
  Feats Cleave, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill 
  Focus (Stealth), Toughness, Weapon Focus (tentacles)
  Skills Perception +17, Stealth +17, Swim +18; Racial 
  Modifiers +8 Perception
  ECOLOGY
  Environment any warm
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  All-Around Vision (Ex): A volcanic froghemoth’s 
  stalked eyes allow it to see in all directions at once. It cannot 
  be flanked.
   
  Fast Healing (Ex): A volcanic froghemoth gains fast 
  healing 10 as long as it is in an area where the temperature is 
  severe heat or higher (110 ° F or warmer). It also benefits from 
  this fast healing on any round after one in which it would 
  have taken fire damage, were it not immune to fire, from a 
  source other than its own heat aura.
   
  Heat Aura (Su): A volcanic froghemoth’s body is 
  incredibly hot, and any creature that enters or begins its 
  turn within 5 ft. of a volcanic froghemoth suffers 4d6 points 
  of fire damage. A successful Fortitude save (DC 27) halves 
  this damage. The saving throw DC is Constitution-based. 
  Additionally, any cold damage that would be dealt to a 
  creature within range of this aura (including the volcanic 
  froghemoth) is reduced by 15 points. The saving throw DC is 
  Constitution-based.
   
  Spit Fire (Su): As a standard action, a volcanic 
  froghemoth can spit 1d3 blobs of flaming pitch from its 
  mouth. Determine how many attacks will be made first, 
  then treat each attack as a thrown splash weapon with a 
  range increment of 10 feet and a maximum range of 30 feet. 
  A direct hit deals 4d6 points of fire damage, and the splash 
  damage is half that amount. Creatures or objects that suffer 
  a direct hit must succeed on a Reflex save (DC 27) or catch 
  on fire. Regardless of whether or not a given blob of flaming 
  pitch hits its target, it remains where it lands and continues 
  to burn with incredible intensity for 1d4 rounds. During this 
  time, any creature that enters or begins its turn within 5 feet 
  of the blob of flaming pitch suffers 2d4 points of fire damage, 
  and any creature that enters or begins its turn within 10 feet 
  of the blob of flaming pitch suffers 1d4 points of fire damage. 
  Creatures that are within range of multiple blobs of flaming 
  pitch do not suffer damage twice: they simply take damage 
  from the blob of flaming pitch that they are nearest to. The 
  volcanic froghemoth can use this ability once per minute. The 
  saving throw DC is Constitution-based.
   
  Stunned by Cold (Ex): In addition to being 
  vulnerable to cold damage, whenever a volcanic froghemoth 
  suffers cold damage, it is stunned until the end of its next 
  turn.
  Ecology
   
  Volcanic froghemoths are similar in many ways to 
  their more temperate and well-known cousins, but what they 
  lack in the way of the standard froghemoth’s camouflage, 
  they more than make up for with their ability to spit flaming 
  balls of pitch, and the intense heat that their body radiates. 
  Those that believe that froghemoths are not native to this 
  world believe that volcanic froghemoths are natives of a 
  planet that is much warmer and closer to its sun, but most 
  scholars dismiss such outlandish claims.
   
  Unlike most of its cousins, the volcanic froghemoth 
  is not typically an ambush predator, and actively searches for 
  prey. When it finds it, it typically begins by firing one or more 
  balls of burning fluid from its mouth in an attempt to block 
  off its prey’s means of escape. Once it has its victim cornered, 
  it moves in for the kill and attacks savagely.
   
  Volcanic froghemoths have unusual physiology, and 
  radiate immense amounts of heat. This seems to be a natural 
  defense mechanism to protect it from cold, which has an 
  extreme toll on the volcanic froghemoth. In the few cases 
  where volcanic froghemoths have been observed at length, 
  it was reported that, at night, their bellies actually take on a 
  fiery glow, as though lit from within, which thankfully makes 
  it easier to avoid these creatures during the night time. 
  
  5
  Deep Froghemoth
   
  The creature looming over you resembles a frog of 
  incredible size, but with four tentacles in place of its front 
  legs, and three massive eyes which stare down at you curiously 
  from atop strange, twisting stalks. The creature’s body is an 
  unhealthy, bruised purple, and slick with a viscous, stinking 
  slime.
  FROGHEMOTH, DEEP  
                                         CR 19
  XP 204,800
  N Gargantuan aberration
  Init +5; Senses all-around vision, darkvision 120 ft., see in 
  darkness; Perception +36
  DEFENSE
  AC 29, touch 7, flat-footed 28 (+1 Dex, +22 natural, -4 size)
  hp 348 (24d8+240)
  Fort +17, Ref +11, Will +17
  Immune acid, electricity; Resist cold 20, fire 20
  Weaknesses light weakness
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee bite +28 (2d8+14/19-20 plus grab), 4 tentacles +27 
  (2d6+7 plus 1d6 acid plus grab), tongue +26 (1d6+7 plus grab)
  Space 20 ft.; Reach 20 ft. (40 ft. with tongue)
  Special Attacks constrict (tentacle, 1d8+14), swallow whole 
  (6d6+14 damage, AC 21, hp 32)
  STATISTICS
  Str 38, Dex 13, Con 28, Int 11, Wis 13, Cha 11
  Base Atk +18; CMB +36 (+40 grapple); CMD 47
  Feats Awesome Blow, Cleave, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning Reflexes, Lunge, 
  Multiattack, Power Attack, Skill Focus (Stealth), Toughness, 
  Weapon Focus (tentacles)
  Skills Knowledge (dungeoneering) +24, Perception +36, 
  Stealth +22 (+30 underground), Swim +49; Racial Modifiers 
  +8 Perception, +8 Stealth underground
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Acidic Mucus (Ex): A deep froghemoth’s body 
  is covered in a thick, acidic slime. This causes its tentacle 
  attacks to deal an additional 1d6 points of acid damage. 
  Additionally, whenever a creature hits a deep froghemoth 
  with a natural attack, that creature suffers 1d6 points of acid 
  damage, and whenever a creature hits a deep froghemoth 
  with a manufactured melee weapon, that weapon suffers 1d6 
  points of acid damage, which ignores hardness. 
   
  Additionally, this particular acid works its way into 
  the victim’s blood stream and weakens them: any creature 
  that has suffered acid damage from the deep froghemoth is 
  fatigued until that damage is healed.
   
  All-Around Vision (Ex): A deep froghemoth’s 
  stalked eyes allow it to see in all directions at once. It cannot 
  be flanked.
   
  Death Spores (Ex): A deep froghemoth’s body is 
  covered with clusters of strange, alien fungi, which it can 
  shake to release a cloud of deadly spores. Once per hour, as a 
  full-round action, the deep froghemoth can release a cloud of 
  spores in a 20-ft.-radius burst centered on itself. All creatures 
  in the area other than the deep froghemoth are immediately 
  exposed to the deep rot spores poison (see below).
   
  Light Weakness (Su): A deep froghemoth’s eyes 
  are exceptionally sensitive to light. If it is ever in an area 
  of normal or brighter light, it is blinded for as long as it 
  remains exposed to that light, and for 1d4 rounds thereafter. 
  Additionally, whenever a character casts a spell with the light 
  descriptor that either targets the deep froghemoth or has 
  the edge of its area within 30 feet of the deep froghemoth, 
  in addition to the spell’s normal effect, the deep froghemoth 
  must succeed on a Will save (DC equal to the spell’s saving 
  throw DC + 5) or be stunned for 1d4 rounds.
   
  See in Darkness (Su): A deep froghemoth can 
  see perfectly in darkness of any kind, even that created by a 
  deeper darkness spell.
  DEEP ROT SPORES
  Type poison (inhaled); Save Fortitude DC 24
  Frequency 1/round for 6 rounds
  Initial Effect 1d6 Con damage; Secondary Effect stunned 
  for 1 round; Cure 2 saves.
  Ecology
   
  It has long been theorized that froghemoths might 
  originate from beyond the stars, and the deep froghemoth 
  may serve as the greatest evidence in support of this theory. 
  While any given species of froghemoth—the arctic, volcanic, 
  and common—could easily be envisioned as belonging to 
  an alien world, it would be a stretch to believe that they all 
  originated on the same alien world. And of course the idea 
  that froghemoths were from another planet begs the question 
  of how they got here, in any event. Most froghemoths are far 
  too stupid to use magic or artifice to accomplish such a task.
   
  Some scholars now believe that the froghemoths 
  we know today may all be descended from a single highly-
  advanced race capable of travelling the stars. These proto-
  froghemoths colonized many worlds, leading to the evolution 
  of froghemoths like the arctic and volcanic froghemoths, 
  which were adapted to the world they lived on. Eventually, 
  several froghemoths became stranded here, and over time, 
  lost their intelligence, except for a few, who remain secreted 
  beneath the earth. These, it is argued, became the deep 
  froghemoths, who still display sentient levels of intelligence 
  and cunning. Whatever their origin, these creatures now 
  carve out small (and sometimes large) kingdoms for 
  themselves beneath the earth, enslaving cities of drow, 
  duergar, or other underdark races, which serve as both a 
  workforce and a food source. Though they almost never 
  venture above the surface themselves, it is believed that these 
  shadowy creatures are the ultimate masterminds behind 
  many a raid on the surface world.
  
  6
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  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  7
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Unicorns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Dryads Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Centaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Minotaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Froghemoths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.
   
  END OF LICENSE 
  
  Exotic Encounters: Froghemoths
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Froghemoths.pdf