Otyugh

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Otyugh (CR 7)

Neutral - Large - Aberration
Lore: K. (Dungeoneer)
15 30
Basic DC Full DC
Initiative
Initiative Icon 2.png
12
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
22
Monster Health
113 56 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +4
Will: +9

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+9
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Horrible Bite +12 (2d10+7/x2)
    as crushing (physical, common)
    plus Filth Fever
  • 2x Clingy Tentacles +12 (2d6+2/x2)
    as slashing (physical, common)
    with 15' of reach, plus Grab

Full Attack (Melee):

  • 1x Horrible Bite +12 (2d10+7/x2)
    as crushing (physical, common)
    plus Filth Fever
  • 2x Clingy Tentacles +12 (2d6+2/x2)
    as slashing (physical, common)
    with 15' of reach, plus Grab

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
10
DEX
13
CON
15
INT
6
WIS
6
CHA

Skills:

Languages: Boggard; Gőbhach; Otyughs often understand Common, though they find it very painful to vocalize.

Feats:

Special Abilities

Grab (Ex) Automatic after successful attack

Any time the otyugh hits a creature with a tentacle, it may make a free grab attack against the creature in addition to dealing damage, rolling its Maneuver Offense (1d20 + 11). If the result is equal to or greater than the target's Maneuver Defense, the creature is Grabbed. Unlike a normal grab, the otyugh suffers no ill effects for sustaining the grab. While grappling a creature with a tentacle, the otyugh may not use that tentacle to attack any creature other than the one grabbed (see Constrict below). No creature may be grabbed by more than one tentacle at a time, even tentacles from other otyughs. Grabbed creatures may attempt to end the Grabbed condition on their turns (or take any other action available to them while grappling).

Otyughs have two tentacles, meaning they can never have more than two creatures grabbed at one time.
Constrict (Ex) Automatic if grapple initiated

If an otyugh makes a standard attack or full attack action and begins that action with one or more creatures Grabbed, it may use that tentacle to constrict the creature as part of that action, in addition to the attack(s) it would normally be allowed to take. Constrict deals 2d8+4 damage to the creature, and the creature must make a Fortitude save, DC 18, or become Bruised. Constrict may be used once per tentacle, assuming the otyugh has two different creatures grabbed, but a given tentacle cannot use Constrict on the same round that it used Grab.

Filth Fever (Ex, Disease) Automatic after successful attack

Any damage inflicted by an Otyugh has a chance to also inflict a disease:

Filth Fever    (Injury vector; Diseased intensity)
Save: Fort DC 18;     Frequency: 1/day for 3 days
Effect: 1d3 DEX damage per interval
Fruition: victim becomes Nauseated; this cannot be cured normally
Fruition Duration: 1 day (full-night's rest)

Midden Climber (Ex) Always On

An otyugh can move through difficult terrain as though it is normal terrain. They also take no penalties from climbing at full speed, and are never made Flat-Footed due to climbing, though they do not have a natural climb speed.

Otyugh

Otyugh

Otyughs are monsters that live on the wastes of other monsters.

Ew.

They are vile, icky, and terrible, and the fact that are intelligent and urbane creatures just makes it even worse. Otyughs are not beasts, they have good minds and are quite interesting conversationalists... if you can get past what they eat and how they live.

Everything that is disgusting and terrible, an otyugh loves. Even ogres, those wretched things, find an otyugh's personal habits and lifestyle vomit-inducing. Otyughs perform an important ecological function in lairs and dungeons, disposing of the wastes of the rest of the inhabitants, but it certainly doesn't improve their breath.

Otyughs also have the peculiar habit of venerating certain pieces of trash above others in their lairs. Often, they will build shrines to a collection of broken glass shards, or a bent tea kettle, placing it somewhere they can easily regard it when they take their ease amid the filth and refuse of their lair. While these shrines are not, themselves, particularly clean, they demonstrate an inscrutable reverence and spirituality to the otyugh's nature.

Combat Tactics

Often, otyughs will merely observe strangers, rather than immediately attacking. Other times, otyughs will aggressively engage in combat, either to defend its lair, or because it feels some loyalty to a local denizen and wants to guard them against intruders. Or it could just be in a bad mood. Regardless, otyughs are fearsome opponents.

Using their significant reach, otyughs will batter and bite their opponents until they identify one or two who seem particularly dangerous. This will be any creature whose damage stands out as being significantly greater than its allies, often a rogue, brawler or sorcerer, etc. These creatures will be singled out for grabs and constrict attacks, while the other creatures are relegated to bite attacks.

The otyugh will maintain a grab on a creature until the creature escapes, dies, or the otyugh is killed.

Otyughs aren't particularly stealthy, and their unusual shape makes them fairly easy to identify. However, they are fairly smart, and will make use of walls, corners and rough terrain to minimize flanks on themselves while they steadily crush their chosen victims.

Out of Combat

Otyughs live in sewers, cesspits, and effluvium ponds. They thrive in dungeons and old ruins, and especially enjoy the working sewers of cities. Otyughs can often be found in the lowest, dankest parts of almost every dungeon that has an active population, so that there is plenty of fresh filth to wash down for them to live upon. An open-air swamp is usually far to pristine, clean, and boring for an otyugh.

That said, Otyughs are tremendously powerful, live in extremely harsh, vile, and noisome conditions, and are highly intelligent and gregarious creatures. Weirdly enough, otyughs often wind up as the social center of many dungeons! If a gnoll, hobgoblin, or even an ogre, troll, or giant, finds themselves starved for a bit of witty conversation with a creature that doesn't have anything they want and lives in a place that nobody wants, then they can go down and chat up the otyughs.

For their part, Otyughs often find themselves acting as sounding-boards for all manner of notions, and purveyors of all the gossip. In a weird way, these vile, ostracized things can wind up as the sympathetic ear and wise council for an entire dungeon.

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)