Psycho Cave Frog
Illustration by "Dug"
Frog, Psycho Cave

AKA:  Slime Frog, Face Frog
HACKFACTOR:  1
EP VALUE:  15
CLIMATE/TERRAIN:  Underground
FREQUENCY:  Uncommon
ORGANIZATION:  Solitary
ACTIVITY CYCLE:  Any
DIET:  Carnivorous
INTELLIGENCE:  Nil
ALIGNMENT:  Neutral
NO. APPEARING:  1-6
SIZE:  T (4" long)
MOVEMENT:  1"
PSIONIC ABILITY:  Nil
Attack/Defense Modes:  Nil/Nil
MORALE:  Average (11)
ARMOR CLASS:  6
NO. OF ATTACKS:  1
DAMAGE/ATTACK:  See Below
SPECIAL ATTACKS:  See Below
SPECIAL DEFENSES:  See Below
MAGIC RESISTANCE:  Standard
HIT DICE:  2 hp
CREATED BY:  Mike Hensley


Frog, Psycho Cave
DESCRIPTION:  The Psycho Cave Frog is a slimey, squishy frog with greenish white skin. It has long, slender toes with suction cups that it can use to stick to or climb any surface. Having evolved long ago to life underground, it no longer has eyes. The lack of eyes does not hurt it though as they can sense heat up to 5' away as if it had infravision. Altogether it is quite a horrid looking little creature.

COMBAT/TACTICS: Psycho Cave Frogs are very hard to see as they look very much like a part of any cave wall that they happen to be stuck to. Worse yet is that the slime that covers them renders them invisible to creatures using infravision. Due to these advantages, Psycho Cave Frogs surprise anyone walking within 5' on a roll of 1-5 on a d6.

The first impulse that a Psycho Cave Frog has to the presence of any nearby creature is to leap directly at its face. If it succeeds in its attack, roll 1d6 to determine what effect this will have on the victim.
  1. Weak Bladder - as per cantrip
  2. Fear - as per spell
  3. Paralysis - for 1d6 turns
  4. Confusion - as per spell
  5. Minor Mental Quirk - roll once on Minor Mental Quirk table
  6. Major Mental Quirk - roll once on Major Mental Quirk table
For spell-like effects, a saving throw versus Spell is allowed. For the paralysis effect, a saving throw versus Paralysis is allowed. For Mental Quirk effects, a saving throw versus Death is allowed. Mental Quirks gained are permanent and take affect immediately. For example, if a character suffers the new mental quirk of alcoholism he must immediately get a drink. If there is none to be had at hand, the character must run around until he finds one or drops from exhaustion.

If the Psycho Cave Frog attacks and hits, it is considered to be stuck to the target- usually on the targets face. Anyone trying to hit the Psycho Cave Frog in combat while it is stuck to a character causes equal damage to that character. Anyone can just grab the Psycho Cave Frog off the person by making a successful attack roll. If the person that grabs it does not have on gloves or gauntlets, he must roll on the damage table above.

The Psycho Cave Frog will try to jump on a new person each round until no one is within 5' of it.

HABITAT/SOCIETY:  Psycho Cave Frogs live long dull lives clinging to the walls or ceilings of damp caves. What causes them to jump on people's faces is a mystery.

ECOLOGY:  Psycho Cave Frog live mainly on a diet of small bugs. They breed in underground pools by the thousand and the ones that survive the tadpole stage leave the pools to wander the caves.

YIELD:
Medicinal:  Rumour has it that licking a Psycho Cave Frog causes mild hallucinations.
Spell Components:  Can be used to create a potion of confusion.
Hide/Trophy Items:  Nil
Treasure:  Nil
Other:  Unlike many frogs, the flesh of a Pyscho Cave Frog is horrid and anyone that tries it must roll on the random damage table above to see what effect it has on him.



Mikeeze Wurld is © 2001 by Michael S. Hensley.
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