Cleon Specials – SRD Redux Monsters and Related Creatures

Cleon

Legend
Back in 2009 I started a thread with alternative versions of monsters in the SRD whose stats I found unsatisfactory for various reasons (see Modifying Under Performing SRD Monsters, or "Building A Better Otyugh").

That thread got misplaced to General Roleplaying Discussions during the last great server problem, and the most recent major board update also pretty thoroughly buggered up the text formatting of the entries on it.

So I've decided to repost those monsters in this new thread and may, as time and whim allows, add some more Redux SRD Monsters to the list.

I'll put an Index of the Redux SRD Monsters in the next post. For a Master Index of my Cleon Special homebrews, see Cleon Specials Monster Index.
 
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Cleon

Legend
Cleon Specials Monster Index

SRD REDUX MONSTERS
See Modifying Under Performing SRD Monsters, or "Building A Better Otyugh" for the thread that started this madness. The Dinosaurs are also in the PREHISTORIC BEASTS! sub-index.
MONSTERS
Dinosaur
[stats in Prehistoric Beasts! thread].
DinosaurDeinonychus Redux.
DinosaurElasmosaurus Redux.
DinosaurMegaraptor Reduxsee Utahraptor.
DinosaurTriceratops Redux.
DinosaurTyrannosaurus Redux.
Dinosaur—Tyrannosaurus ReduxPrimal Tyrannosaurus.
Dire AnimalDire Crocodileincludes Dire Huge Crocodile.
Dire AnimalDire Giant Crocodileincludes Dire Gargantuan Crocodile.
Dire AnimalDire Wombat.
Dragonnewith Immature & Advanced stages plus Great Dragonne and Gregarious Dragonne.
DragonneMystaran Dragonne.
Octopus, Deep-Dwellingincludes Big Deep-Dwelling Octopus and Giant Deep-Dwelling Octopus.
OtyughOtyugh Reduxwith Immature Otyugh stages [also see Muto-Otyugh with Cloacilli the Muto-Otyugh NPC].
OtyughNeo-Otyughwith Immature Neo-Otyugh stages.
ANIMALS
CrocodileCrocodile Reduxincludes Large Crocodile.
Crocodile—Crocodile ReduxGiant Crocodile.
OctopusOctopus Reduxincludes Small Octopus & Medium Octopus plus Common Octopus with Tiny Octopus & Diminutive Octopus; Octopus Variants with Arm-Shedding Octopus, Elongated Octopus and Glass Octopus plus Octopus Curiosities with Coconut Octopus (Veined Octopus), Imitating Octopus (Mimic Octopus & Wunderpus) and Social Octopus (LPSO).
Octopus—Octopus ReduxGiant Octopus.
OctopusBlue-Ringed Octopusincludes Giant Blue-Ringed Octopus and Poison-Ink Blue-Ringed Octopus.
SquidSquid Reduxincludes Medium Squid & Large Squid plus Small Squid, Tiny Squid & Diminutive Squid plus Squid Variants with Elongated Squid (Whiplash Squid) [Love-Heart Squid], Longline Squid [Asperoteuthis acanthoderma], Flying Squid, Slow Squid and Smart Squid; Cephalopod Variants with Cephalopod Taxonomy, Dazzling Cephalopod, Elongated Cephalopod, Gelatinous Cephalopod (Gelatinous Squid & Gelatinous Octopus)[Vampyroteuthis], Glass Cephalopod (Glass Squid & Glass Octopus)[Cockatoo Squid & Giant Cockatoo Squid] and Invisible Cephalopod [Invisible Squid]; plus Ink Variants with Inkless Cephalopod, Decoy-Deploying Cephalopod, Glow-Ink Cephalopod, Stink-Ink Cephalopod and Poison-Ink Cephalopod.
Squid—Squid ReduxGiant Squid Redux.
SquidArchiteuthis (Giant Squid).
SquidLong-Armed Squid (Magnapinna)includes Long-Armed Cephalopod and Giant Magnapinna.
SquidMesonychoteuthis ("The Colossal Squid").
SquidTusoteuthis (Prehistoric Giant Squid).
Wombat.

MISCELLANEOUS MONSTERS
Awakened Killer Whaleincludes Karate Killer Whale (Awakened Orca 2nd level Monk), Karate Orca Abbot (Awakened Elite Orca 10th level Druid, 4th level Monk) and Black Belt Orca (Awakened Elite Advanced Orca 8th level Monk).
Pangolin, Kaiju (The Castle-Eater).
OtyughMuto-Otyugh.
 
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Cleon

Legend
Otyugh Redux [Homebrew]
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (–1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+12
Attack: Tentacle +8 melee (1d8+4)
Full Attack: 2 tentacles +8 melee (1d8+4) and bite +2 melee (1d4+2)
Space/Reach: 10 ft./5 ft. (15 ft. with tentacle)
Special Attacks: Constrict 1d8+4, disease, gnaw 1d4+2, improved grab
Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 19, Dex 10, Con 17, Int 7, Wis 12, Cha 6
Skills: Hide –1* [+11 in lair], Listen +6, Spot +10
Feats: Alertness, Lightning Reflexes, Weapon Focus (tentacle)
Environment: Underground
Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7–8 HD (Large); 9–18 HD (Huge)
Level Adjustment:

Swaggering around on three squat legs is a monstrosity that looks, and reeks, like an ambulatory dungheap. Its conical body has two long tentacles protruding from opposite sides, and a wormlike stalk emerging from the top that ends in a string of three eyes. Both tentacles end in heart-shaped claspers lined with spikes and suckers. The creature's only other obvious feature is a fanged maw set in the front of its body, between the tentacles.

A typical otyugh has a body 6 feet in diameter and stands 6 feet tall, not including its 6 foot long eyestalk or 15 foot long tentacles. It weighs about 2,000 pounds.

Otyughs can communicate telepathically with any sapient creature but are also capable of speech. Most learn the major language of whatever waste-producing race lives near them, generally Common, Orc, Goblin or Giant.

An otyugh can eat almost anything organic and thrives on a diet of filth. They often form symbiotic relationships with other creatures, often tribes of humanoids or dangerous monsters. In return for their allies’ dung and refuse they serve as living waste disposals, and may provide addition services such as a sentry or treasure guardian.

Otyughs, and their larger offshoots the neo-otyughs, share a language of their own, much of which is non-verbal (tentacle and eye stalk gestures, body posture and movement and discharging meaningful smells, plus telepathic projection and reception).

Combat
An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. They are constantly alert for intruders and extraordinarily difficult to surprise, due to their telepathy and superb panoramic eyesight. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.

An otyugh only uses its gnaw attack against grappled opponents when it senses they are helpless or too puny to pose a threat, constricting foes that continue to put up a serious fight.

Otyughs know they are too slow to flee a fight, although they may retreat to a secure bolt-hole, such as a hollow under a mound of garbage or a cistern that can only be reached by swimming down a pipe filled with sewage. If faced with death, an otyugh may try to trade its treasure for its life, grimly fighting to the death if this offer fails.

All-Around Facing (Ex): Otyughs can not be flanked. An otyugh’s tripodal gait allows it to turn around with startling speed, when combined with their flexible eyestalk and tentacles they can look, move and fight in any direction with equal faculty.

Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Constrict or Gnaw.

Gnaw (Ex): An otyugh can deal automatic bite damage with a successful grapple check.

Telepathy (Su): An otyugh can automatically detect the presence of any conscious being with an Intelligence score within a 40 foot radius of its position. It can sense the direction of the mind, but not their intelligence or precise location. The otyugh can not delve into the thoughts of the minds it detects, but can sense their general emotional state.

An otyugh's telepathy allows it to comprehend the basic meaning of any communications the minds it detects attempt to make, although only as crude one to four word concepts. For example, if a person offers a complicated peace treaty to an otyugh it would only understand "Me make friends".

As well as receiving thoughts, an otyugh can project its own thoughts to be "heard" by any unshielded mind within range of its telepathy. Its ability to project thoughts is limited to the same crude concepts as its ability to receive thoughts.

Otyugh telepathy can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. It is useless against any effect that blocks mind-affecting powers, such as thought shield or mind blank.

An otyugh gains a +2 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against creatures it can "read" with its telepathy.

Skills: Otyughs have a +4 racial bonus on Spot checks from its keen eyesight.

*An otyugh has a +12 racial bonus on Hide checks when in its lair, due to its natural coloration.

IMMATURE OTYUGHS
Aww, aren’t they cute? Following my usual obsession for completeness, I offer you stat-blocks for the juvenile stages of otyughs. I have not included the adult or Advanced versions (Huge or maximized otyughs), although I may add them later.

Immature otyughs resemble miniature versions of the adults. A newborn or Infant otyugh's eyestalk and tentacle-end claspers are almost as large as a juvenile's, making these organs look oversized, similar to how many mammalian babies have large heads.

Newborn Otyugh (Same stats as an infant otyugh, except they lack extra Reach with their tentacles)

A typical newborn otyugh is 2½ feet in diameter and stands 2½ feet tall, with 6 foot long tentacles. It weighs 150 pounds.

Infant Otyugh (Medium Aberration; Hit Dice: 3d8+6 (19 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 15 (+5 natural) touch 10, flat-footed 15; Base Attack/Grapple: +2/+2; Attack: Tentacle +3 melee (1d6); Full Attack: 2 Tentacles +3 melee (1d6) and bite –3 melee (1d3 plus disease); Space/Reach: 5 ft./5 ft. (10 ft. with tentacles), Special Attacks: Constrict 1d6, disease [DC13], gnaw 1d3, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +3, Ref +3, Will +4; Abilities: Str 11, Dex 10, Con 15, Int 7, Wis 12, Cha 6; Skills: Hide +2* [+14 in lair], Listen +3, Spot +7; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 2)

An infant otyugh is 3 feet in diameter and stands 3 feet tall, with 8 foot long tentacles. It weighs 250 pounds.

Juvenile Otyugh (Large Aberration; Hit Dice: 4d8+8 (26 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 15 (–1 size, +6 natural) touch 10, flat-footed 15; Base Attack/Grapple: +3/+9; Attack: Tentacle +6 melee (1d6+2); Full Attack: 2 Tentacles +6 melee (1d6+2) and bite +0 melee (1d3+1 plus disease); Space/Reach: 10 ft./5 ft. (10 ft. with tentacles), Special Attacks: Constrict 1d6+2, disease [DC14], gnaw 1d3+1, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +3, Ref +3, Will +5; Abilities: Str 15, Dex 10, Con 15, Int 7, Wis 12, Cha 6; Skills: Hide –1* [+11 in lair], Listen +3, Spot +7; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 3)

A juvenile otyugh is 4 feet in diameter and stands 3½ feet tall, with 10 foot long tentacles. It weighs 500 pounds.

Adolescent Otyugh (Large Aberration; Hit Dice: 5d8+15 (37 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 16 (–1 size, +7 natural) touch 9, flat-footed 16; Base Attack/Grapple: +3/+10; Attack: Tentacle +6 melee (1d8+3); Full Attack: 2 Tentacles +6 melee (1d8+3) and bite +0 melee (1d4+1 plus disease); Space/Reach: 10 ft./5 ft. (15 ft. with tentacles), Special Attacks: Constrict 1d8+3, disease [DC15], gnaw 1d4+1, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +4, Ref +3, Will +5; Abilities: Str 17, Dex 10, Con 17, Int 7, Wis 12, Cha 6; Skills: Hide –1* [+11 in lair], Listen +3, Spot +8; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 3)

An adolescent otyugh is 5’ in diameter and stands 4½’ tall, with 12’ long tentacles. It weighs 1,000 pounds.

Adult Otyugh (Large Aberration; Hit Dice: 6d8+18 (45 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 17 (–1 size, +8 natural) touch 9, flat-footed 17; Base Attack/Grapple: +4/+12; Attack: Tentacle +8 melee (1d8+4); Full Attack: 2 Tentacles +8 melee (1d8+4) and bite +2 melee (1d4+2 plus disease); Space/Reach: 10 ft./5 ft. (15 ft. with tentacles), Special Attacks: Constrict 1d8+4, disease [DC16], gnaw 1d4+2, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +5, Ref +4, Will +6; Abilities: Str 19, Dex 10, Con 17, Int 7, Wis 12, Cha 6; Skills: Hide –1* [+11 in lair], Listen +6, Spot +10; Feats: Alertness, Lightning Reflexes, Weapon Focus (tentacle); CR: 4)

An adult otyugh is 6’ in diameter and stands 6’ tall, with 15’ long tentacles. It weighs 2,000 pounds.

Huge Otyugh (Huge Aberration; Hit Dice: 9d8+45 (85 hp); Init: –1; Speed: 20 ft. (4 squares); AC: 18 (–2 size, –1 Dex, +11 natural) touch 7, flat-footed 18; Base Attack/Grapple: +6/+22; Attack: Tentacle +13 melee (2d6+8); Full Attack: 2 Tentacles +13 melee (2d6+8) and bite +7 melee (1d6+4 plus disease); Space/Reach: 15 ft./10 ft. (20 ft. with tentacles), Special Attacks: Constrict 2d6+8, disease [DC19], gnaw 1d6+4, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +8, Ref +4, Will +7; Abilities: Str 27, Dex 8, Con 21, Int 7, Wis 12, Cha 6; Skills: Hide –2* [+10 in lair], Listen +6, Spot +10; Feats: Alertness, Lightning Reflexes, Power Attack, Weapon Focus (tentacle); CR: 6)

A huge otyugh is 8’ in diameter and stands 7’ tall, with 20’ long tentacles. It weighs 4,000 pounds.

Maximized Otyugh (Huge Aberration; Hit Dice: 18d8+108 (189 hp); Init: –1; Speed: 20 ft. (4 squares); AC: 18 (–2 size, –1 Dex, +11 natural) touch 7, flat-footed 18; Base Attack/Grapple: +13/+30; Attack: Tentacle +21 melee (3d6+9); Full Attack: 2 Tentacles +21 melee (3d6+9) and bite +18 melee (1d6+4 plus disease); Space/Reach: 15 ft./10 ft. (20 ft. with tentacles), Special Attacks: Constrict 2d6+9, disease [DC25], gnaw 1d6+4, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.; Saves: Fort +12, Ref +7, Will +12; Abilities: Str 28, Dex 8, Con 22, Int 8, Wis 12, Cha 6; Skills: Hide +1* [+13 in lair], Listen +9, Spot +13; Feats: Alertness, Blind-Fight, Improved Natural Attack (tentacle), Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (tentacle); CR: 9)

A maximized otyugh is 15’ in diameter and stands 12’ tall, with 20’ long tentacles. They weigh around 24,000 pounds.

Advancement ability increases applied to Str, Con and Int.

Design Notes
The SRD Otyugh is woefully weak, having only Strength 11 and 1d6 damage tentacles. It also has a pathetic Constitution 10 and a pretty useless Toughness feat. For a creature that likes to grapple enemies its grapple modifier is pathetic.

The original monster was impossible to surprise due to being "ever alert" through its eyestalk and also had limited telepathic communication, both of which abilities I wanted to restore. It seems easier to interpret the "never surprised" as being because it senses the mind of any creature that approaches it more than because it will always see them.
 
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Cleon

Legend
Neo-Otyugh [Homebrew]
Huge Aberration
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20 [See wield foe]
Base Attack/Grapple: +6/+22
Attack: Tentacle +13 melee (2d6+8) or shield +12 melee (1d6+4)
Full Attack: 2 tentacles +13 melee (2d6+8) and bite +7 melee (1d4+4) or tentacle +13 melee (2d6+8) and shield +12 melee (1d6+4) and bite +7 melee (1d4+4)
Space/Reach: 15 ft./10 ft. (20 ft. with tentacle)
Special Attacks: Constrict 2d6+8, disease, gnaw 1d4+4, improved grab, wield foe
Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 60 ft.
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 26, Dex 10, Con 21, Int 10, Wis 13, Cha 7
Skills: Hide +4* [+16 in lair], Listen +9, Spot +13;
Feats: Alertness, Lightning Reflexes, Shield Proficiency, Weapon Focus (tentacle)
Environment: Underground
Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 10–18 HD (Huge)
Level Adjustment:

Swaggering around on three squat legs is a monstrosity that looks, and reeks, like a ambulatory dungheap. Its conical body has two long, muscular tentacles protruding from opposite sides, and is topped by a wormlike stalk that ends in a string of three eyes. Both tentacles end in heart-shaped claspers, lined with spikes and suckers. The creature's only other obvious feature is a fanged maw set in the front of its body, between the tentacles.

A typical neo-otyugh has a body 8 feet in diameter and stands 7 feet tall, not including its 8 foot long eyestalk or 20 foot long tentacles. It weighs about 4,000 pounds.

Neo-otyughs can communicate telepathically with any sapient creature but are also capable of speech. Most learn the major language of whatever waste-producing race lives near them, generally Common, Orc, Goblin or Giant.

Neo-otyughs can eat almost anything organic and thrive on a diet of filth. They often form symbiotic relationships with other creatures, often tribes of humanoids or dangerous monsters. In return for their allies’ dung and refuse they serve as living waste disposals, and may provide addition services such as a sentry or treasure guardian.

Neo-otyughs, and their smaller kin the otyughs, , share a language of their own, much of which is non-verbal (tentacle and eye stalk gestures, body posture and movement and discharging meaningful smells, plus telepathic projection and reception).

Combat
A neo-otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. They are constantly alert for intruders and extraordinarily difficult to surprise, due to their telepathy and superb panoramic eyesight. Neo-otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths. They sometimes pick up an opponent and wield them as a bludgeoning and parrying weapon.

A neo-otyugh only uses its gnaw attack against grappled opponents when it senses they are helpless or too puny to pose a threat, constricting foes that continue to put up a serious fight.

Neo-otyughs know they are too slow to flee a fight, although they may retreat to a secure bolt-hole, such as a hollow under a mound of garbage or a cistern that can only be reached by swimming down a pipe filled with sewage. If faced with death a neo-otyugh will bargain and bluff for its life, willingly giving up treasure to save themselves. They are intelligent enough to be deceitful, some neo-otyughs will lure their captors toward traps and allied monsters, or only give up a portion of their treasure while pretending to surrender everything they own.

If such ploys fail, the neo-otyugh will grimly fight to the death.

All-Around Facing (Ex): Neo-otyughs can not be flanked. A neo-otyugh’s tripodal gait allows it to turn around with startling speed, when combined with their flexible eyestalk and tentacles they can look, move and fight in any direction with equal faculty.

Constrict (Ex): A neo-otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever—bite, Fortitude DC 19, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a neo-otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Constrict, Gnaw or Wield Foe.

Gnaw (Ex): A neo-otyugh can deal automatic bite damage with a successful grapple check.

Telepathy (Su): A neo-otyugh can automatically detect the presence of any conscious being with an Intelligence score within a 60 foot radius of its position. It can sense the direction of the mind, but not their intelligence or precise location. The neo-otyugh can not delve into the thoughts of the minds it detects, but can sense their general emotional state.

A neo-otyugh's telepathy allows it to comprehend the basic meaning of any communications the minds it detects attempt to make, although it will not fully translate any complex or abstract concepts. For example, if a person offers a complicated peace treaty to a neo-otyugh it may only understand "I offer you food in return for friendship".

As well as receiving thoughts, a neo-otyugh can project its own thoughts to be "heard" by any unshielded mind within range of its telepathy. Its ability to project thoughts is limited to the same basic concepts as its ability to receive thoughts.

Neo-otyugh telepathy can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. It is useless against any effect that blocks mind-affecting powers, such as thought shield or mind blank.

A neo-otyugh gains a +4 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against creatures it can "read" with its telepathy.

Wield Foe (Ex): With a successful grapple check, a neo-otyugh can wield a Small or Medium sized creature as a weapon or shield.

Used as a weapon, the neo-otyugh makes a single attack roll against both the AC of the target and the flat-footed AC of the creature it is wielding. It inflicts 1d6+4 damage if it hits either.

Used as a shield, the neo-otyugh gains a +1 shield bonus (AC 21, touch 8, flat -footed 21) and can attempt to block one melee attack from any creature within its reach. The otyugh makes an attack roll with its shield, if this roll equals or exceeds the attack roll of its opponent, the opponent's melee attack hits the wielded creature instead of its intended target, inflicting damage if the opponent's attack roll would hit the wielded creature's flat-footed armour class. The opponent need only rolls its normal damage against the wielded creature, they do not add any extra damage from criticals or special combat manoeuvres such as the Power Attack feat or a rogue's Sneak Attack.

Skills: Neo-otyughs have a +4 racial bonus on Spot checks from its keen eyesight.

*A neo-otyugh has a +12 racial bonus on Hide checks when in its lair, due to its natural coloration.

IMMATURE NEO-OTYUGHS
Like the otyugh earlier, here are stats for the juvenile stages of neo-otyughs, sans the adult and Advanced versions (maximized neo-otyughs) which I may add later if I can be bothered.

Newborn Neo-Otyugh (Same stats as an infant neo-otyugh, except they lack extra Reach with their tentacles)

A typical newborn neo-otyugh is 2½ feet in diameter and stands 2½ feet tall, with 6 foot long tentacles. It weighs 150 pounds.

Infant Neo-Otyugh (Medium Aberration; Hit Dice: 3d8+6 (19 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 15 (+5 natural) touch 10, flat-footed 15; Base Attack/Grapple: +2/+2; Attack: Tentacle +3 melee (1d6); Full Attack: 2 Tentacles +3 melee (1d6) and bite –3 melee (1d2 plus disease); Space/Reach: 5 ft./5 ft. (10 ft. with tentacles), Special Attacks: Constrict 1d6, disease [DC13], gnaw 1d3, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 60 ft.; Saves: Fort +3, Ref +3, Will +4; Abilities: Str 10, Dex 10, Con 15, Int 10, Wis 13, Cha 7; Skills: Hide +4* [+16 in lair], Listen +5, Spot +9; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 2)

An infant neo-otyugh is 3 feet in diameter and stands 3 feet tall, with 8 foot long tentacles. It weighs 250 pounds.

Juvenile Neo-Otyugh (Large Aberration; Hit Dice: 5d8+15 (37 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 16 (–1 size, +7 natural) touch 9, flat-footed 16; Base Attack/Grapple: +3/+10; Attack: Tentacle +6 melee (1d8+3); Full Attack: 2 Tentacles +6 melee (1d8+3) and bite +0 melee (1d3+1 plus disease); Space/Reach: 10 ft./5 ft. (15 ft. with tentacles), Special Attacks: Constrict 1d8+3, disease [DC15], gnaw 1d3+1, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 60 ft.; Saves: Fort +4, Ref +3, Will +5; Abilities: Str 16, Dex 10, Con 17, Int 10, Wis 13, Cha 7; Skills: Hide +2* [+14 in lair], Listen +6, Spot +10; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 3)

A juvenile neo-otyugh is 4½ feet in diameter and stands 4 feet tall, with 12 foot long tentacles. It weighs 800 pounds.

Adolescent Neo-Otyugh (Large Aberration; Hit Dice: 7d8+28 (59 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 18 (–1 size, +9 natural) touch 9, flat-footed 18; Base Attack/Grapple: +4/+13; Attack: Tentacle +9 melee (1d8+5); Full Attack: 2 Tentacles +9 melee (1d8+5) and bite +3 melee (1d3+2 plus disease) or tentacle +9 melee (1d8+5) and shield +8 melee (1d4+2) and bite +3 melee (1d3+2 plus disease); Space/Reach: 10 ft./5 ft. (15 ft. with tentacles), Special Attacks: Constrict 1d8+5, disease [DC17], gnaw 1d3+2, improved grab, wield foe; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 60 ft.; Saves: Fort +6, Ref +4, Will +6; Abilities: Str 20, Dex 10, Con 19, Int 10, Wis 13, Cha 7; Skills: Hide +4* [+16 in lair], Listen +7, Spot +11; Feats: Lightning Reflexes, Shield Proficiency, Weapon Focus (tentacle); CR: 4)

An adolescent neo-otyugh is 7 feet in diameter and stands 5½ feet tall, with 15 foot long tentacles. It weighs 2,500 pounds.

Adult Neo-Otyugh (Huge Aberration; Hit Dice: 9d8+45 (85 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 20 (–2 size, +12 natural) touch 8, flat-footed 20; Base Attack/Grapple: +6/+22; Attack: Tentacle +13 melee (2d6+8); Full Attack: 2 Tentacles +13 melee (2d6+8) and bite +7 melee (1d4+4 plus disease); Space/Reach: 15 ft./10 ft. (20 ft. with tentacles), Special Attacks: Constrict 2d6+8, disease [DC19], gnaw 1d4+4, improved grab, wield foe; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 60 ft.; Saves: Fort +8, Ref +5, Will +7; Abilities: Str 26, Dex 10, Con 21, Int 10, Wis 13, Cha 7; Skills: Hide +4* [+16 in lair], Listen +9, Spot +13; Feats: Alertness, Lightning Reflexes, Power Attack, Weapon Focus (tentacle); CR: 6)

An adult neo-otyugh is 8’ in diameter and stands 7’ tall, with 20’ long tentacles. It weighs about 4,000 pounds.

Maximized Neo-Otyugh (Huge Aberration; Hit Dice: 18d8+108 (189 hp); Init: +0; Speed: 20 ft. (4 squares); AC: 20 (–2 size, +12 natural) touch 8, flat-footed 20; Base Attack/Grapple: +13/+30; Attack: Tentacle +20 melee (3d6+8); Full Attack: 2 Tentacles +20 melee (3d6+8) and bite +17 melee (1d4+4 plus disease); Space/Reach: 15 ft./10 ft. (20 ft. with tentacles), Special Attacks: Constrict 3d6+9, disease [DC25], gnaw 1d4+4, improved grab; Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft., wield foe; Saves: Fort +12, Ref +8, Will +13; Abilities: Str 26, Dex 10, Con 22, Int 10, Wis 14, Cha 8; Skills: Hide +13* [+25 in lair], Listen +15, Spot +18; Feats: Alertness, Blind-Fight, Improved Natural Attack (tentacle), Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (tentacle); CR: 9)

A maximized neo-otyugh is 15’ in diameter and stands 12’ tall, with 20’ long tentacles. They weigh around 24,000 pounds.

Advancement ability increases applied to Con, Wis and Cha.

The Diplomatic Otyugh
The above are for "wild" neo otyughs, sewer and midden dwelling neo-otyughs often put ranks in skills useful for communication and negotiation. Regular otyughs seldom put any ranks in social skills, so they usually use their defaults:

Infant Neo-Otyugh
Diplomatic -
Bluff –1* [+3 with telepathy], Diplomacy –2* [+2 with telepathy], Hide +4* [+16 in lair], Listen +4, Sense Motive +2 [+6 with telepathy], Spot +8
Medium 3HD - Bluff 1, Diplomacy 0, Hide 4, Listen 3, Sense Motive 1, Spot 3
Aboriginal - Bluff –2* [+2 with telepathy], Diplomacy –2* [+2 with telepathy], Hide +4* [+16 in lair], Listen +5, Sense Motive +1 [+5 with telepathy], Spot +9
Medium 3HD - Hide 4, Listen 4, Spot 4
Infant Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide +2* [+14 in lair], Listen +3, Sense Motive +1 [+3 with telepathy], Spot +7
Medium 3HD - Hide 2, Listen 2, Spot 2

Juvenile Neo-Otyugh
Diplomatic -
Bluff +1* [+5 with telepathy], Diplomacy –1* [+3 with telepathy], Hide +0* [+12 in lair], Listen +5, Sense Motive +2 [+6 with telepathy], Spot +8
Large 5HD - Bluff 3, Diplomacy 1, Hide 4, Listen 4, Sense Motive 1, Spot 3
Aboriginal - Bluff –2* [+2 with telepathy], Diplomacy –2* [+2 with telepathy], Hide +2* [+14 in lair], Listen +6, Sense Motive +1 [+5 with telepathy], Spot +10
Large 5HD - Hide 6, Listen 5, Spot 5
Juvenile Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide -1* [+11 in lair], Listen +3, Sense Motive +1 [+3 with telepathy], Spot +7
Large 4HD - Hide 3, Listen 2, Spot 2

Adolescent Neo-Otyugh
Diplomatic -
Bluff +1* [+5 with telepathy], Diplomacy +0* [+4 with telepathy], Hide +2* [+14 in lair], Listen +5, Sense Motive +3 [+7 with telepathy], Spot +9
Large 7HD - Bluff 3, Diplomacy 2, Hide 6, Listen 4, Sense Motive 1, Spot 4
Aboriginal - Bluff –2* [+2 with telepathy], Diplomacy –2* [+2 with telepathy], Hide +4* [+16 in lair], Listen +7, Sense Motive +1 [+5 with telepathy], Spot +11
Large 7HD - Hide 8, Listen 6, Spot 6
Adolescent Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide -1* [+11 in lair], Listen +3, Sense Motive +1 [+3 with telepathy], Spot +8
Large 5HD - Hide 3, Listen 2, Spot 3

Adult Neo-Otyugh
Diplomatic -
Bluff +1* [+5 with telepathy], Diplomacy +0* [+4 with telepathy], Hide +2* [+14 in lair], Listen +5, Sense Motive +3 [+7 with telepathy], Spot +9
Huge 9HD - Bluff 3, Diplomacy 2, Hide 10, Listen 4, Sense Motive 1, Spot 4
Aboriginal - Bluff –2* [+2 with telepathy], Diplomacy –2* [+2 with telepathy], Hide +4* [+16 in lair], Listen +9, Sense Motive +1 [+5 with telepathy], Spot +13
Huge 9HD - Hide 12, Listen 6, Spot 6
Adult Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide –1* [+11 in lair], Listen +6, Sense Motive +1 [+3 with telepathy], Spot +10
Large 6HD - Hide 3, Listen 3, Spot 3
Huge Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide -2* [+10 in lair], Listen +6, Sense Motive +1 [+3 with telepathy], Spot +10
Huge 9HD - Hide 6, Listen 3, Spot 3

Maximized Neo-Otyugh
Diplomatic -
Bluff+4* [+8 with telepathy], Diplomacy +3* [+7 with telepathy], Hide +8* [+20 in lair], Listen +11, Sense Motive+2* [+6 with telepathy], Spot +15
Huge 18HD - Bluff 5, Diplomacy 4, Hide 16, Listen 7, Sense Motive 3, Spot 7
Aboriginal - Bluff –1* [+3 with telepathy], Diplomacy –1* [+3 with telepathy], Hide +13* [+25 in lair], Listen +15, Sense Motive +2 [+6 with telepathy], Spot +18
Huge 18HD - Hide 21, Listen 11, Spot 10
Maximized Otyugh - Bluff –2* [+0 with telepathy], Diplomacy –2* [+0 with telepathy], Hide +1* [+13 in lair], Listen +9, Sense Motive +1 [+3 with telepathy], Spot +13
Huge 18HD - Hide 9, Listen 6, Spot 6

Design Notes
The AD&D Neo-Otyugh disappeared during the transition into 3E, merging with its duller cousin the normal Otyugh. Here's a recreation with all the interesting differences I could think of included. In the original post it was called "Neo-Otyugh Redux", but while posting this I realized it's not a Redux since there's no official 3E version of the Neo-Otyugh.

The skill-rank breakdowns for the all the age-ranges of Neo-Otyugh and Otyugh are listed in red in the "Diplomatic Otyugh" skill comparisons to save space.
 
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Cleon

Legend
Muto-Otyugh
Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (–1 size, +5 natural, +2 heavy wooden shield) touch 10, flat-footed 16
Base Attack/Grapple: +3/+9
Attack: Tentacle +4 melee (1d4+2)
Full Attack: 2 Tentacles +4 melee (1d4+2) and bite –1 melee (1d3+1 plus disease) or tentacle +4 melee (1d4+2) and heavy shield +4 melee (1d6+2) and bite –1 melee (1d3+1 plus disease)
Space/Reach: 10 ft./10 ft. (5 ft. with bite)
Special Attacks: Constrict 1d4+2, gnaw 1d3+1, improved grab
Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, squeeze through, telepathy 40 ft.
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 14, Dex 10, Con 15, Int 10, Wis 12, Cha 9
Skills: Bluff +0* [+2 with telepathy], Diplomacy +0* [+2 with telepathy], Escape Artist +5, Hide +0* [+4 in sewage], Listen +4, Sense Motive +2* [+4 with telepathy], Spot +6
Feats: Lightning Reflexes, Shield Proficiency
Environment: Underground
Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3?

This creature's conical body stands upon three short legs and reaches as high as a tall man's head, not including the yard-long eyestalk atop its body. A pair of long, slim tentacles protrude from opposite sides of its body, both end in trifoil claspers lined with suckers which appear as dextrous as a human hand. In front of the body is a triangular mouth, with an impressive collection of cutting and grinding teeth. A string of three large eyes are set in the tip of the wormlike stalk protruding from the top of its body, the eyestalk stares at you intently, but frequently flicks around to scan its surroundings. The only other obvious feature about this creature is its unpleasant smell, a horrible stink resembling a mixture of pungent dung, rotting sewage and cheap perfume.

A typical muto-otyugh has a body 3 feet in diameter and stands 6 feet tall, not including its 3 foot long eyestalk or 10 foot long tentacles. It weighs about 500 pounds.

Muto-otyughs are creations of an ancient magical civilisation, formed from otyugh stock to solve that long-dead culture’s waste disposal needs.

Muto-otyughs can eat almost anything organic, they can thrive on a diet of dung and refuse but delight in savouring any kind of cuisine. A muto-otyugh almost always works in some form of refuse management or sewer engineering, occupations to which they are instinctively drawn. They do not discriminate for or against any species or alignment of sapient, provided they are part of the natural cycle of producing, transforming or consuming waste. Thus, all muto-otyughs view undead as abominations which should be destroyed, although for a rather idiosyncratic reason.

Unlike regular otyughs, a muto-otyugh's bite does not carry disease. Indeed, their saliva is a powerful antiseptic, useful when cleaning sewers and privies. Some are still puzzled as to why other races so often refuse their offer to lick their wounds clean of infection.

A few muto-otyugh become adventurers, a career they’ve prove surprisingly adept at. Cleaning out dungeons is something they were bred for, after all.

Muto-otyughs are proficient in simple weapons and shields.

All muto-otyughs can communicate telepathically with any sapient creature, but are also capable of speech.

A typical muto-otyugh speaks and is literate in Common and one other language, usually a major language of whatever waste-producing race it lives among, such as Elf, Dwarf, Orc, Goblin or Giant. They can also "speak" and comprehend the racial language of otyughs and their kin, much of which is non-verbal (tentacle and eye stalk gestures, body posture and movement and discharging meaningful smells, plus telepathic projection and reception).

Combat
Muto-otyughs are mild mannered, most only fight in self defence or when overcome with starvation. They are extraordinarily difficult to surprise, due to their telepathy and superb vision, their eyestalk-instincts constantly scans all directions for threats. Muto-otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.

All-Around Facing (Ex): Muto-otyughs can not be flanked. A muto-otyugh’s tripodal gait allows it to turn around with startling speed, when combined with their flexible eyestalk and tentacles they can look, move and fight in any direction with equal faculty.

Constrict (Ex): A muto-otyugh deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, A muto-otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Constrict or Gnaw.

Gnaw (Ex): A muto-otyugh can deal automatic bite damage with a successful grapple check.

Squeeze Through (Ex): Due to its malleable, rubbery body a muto-otyugh is considered one size category smaller when it is squeezing through confined spaces. This accounts for a muto-otyugh's racial bonus to Escape Artist checks.

Telepathy (Su): As a full round action, a muto-otyugh can automatically detect the presence of any conscious being with an Intelligence score within a 40 foot radius of its position. It can sense the direction of the mind, but not their intelligence or precise location. The muto-otyugh can not delve into the thoughts of the minds it detects, but can sense their general emotional state.

A muto-otyugh's telepathy allows it to comprehend the basic meaning of any communications the minds it detects attempt to make, although it will not fully translate any complex or abstract concepts. For example, if a person offers a complicated peace treaty to a muto-otyugh it may only understand "Me give food, we make friends".

As well as receiving thoughts, a muto-otyugh can project its own thoughts to be "heard" by any unshielded mind within range of its telepathy. Its ability to project thoughts is limited to the same basic concepts as its ability to receive thoughts.

Muto-otyugh telepathy can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. It is useless against any effect that blocks mind-affecting powers, such as thought shield or mind blank.

A muto otyugh gains a +2 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against creatures it can "read" with its telepathy.

Skills: Muto-otyughs have a +2 racial bonus on Spot checks from its keen eyesight and a +4 racial bonus on Escape Artist checks.

*A muto-otyugh has a +4 racial bonus on Hide checks when in a sewer or cesspit, due to its natural coloration.

Muto-Otyughs As Characters
Muto-otyugh characters possess the following racial traits.
  • +4 Strength, +4 Intelligence, +2 Wisdom, –2 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Natural weapons: A muto-otyugh has two tentacle attacks with a base damage of 1d4 and a bite attack with a base damage of 1d3.
  • Space/Reach: 10 feet/10 feet. (5 feet with bite)
  • A muto-otyugh’s base land speed is 20 feet.
  • Darkvision: muto-otyughs can see in the dark up to 90 feet.
  • Racial Hit Dice: A muto-otyugh begins with four levels of aberration, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4.
  • Racial Skills: A muto-otyugh’s aberration levels give it skill points equal to 7 × (2 + Int modifier [minimum 1]). Its class skills are Bluff, Diplomacy, Escape Artist, Hide, Listen, Sense Motive and Spot.
  • Racial Feats: A muto-otyugh’s aberration levels give it two feats.
  • +5 natural armor bonus.
  • Special Attacks (see above): Constrict, gnaw, improved grab.
  • Special Qualities (see above): All-around facing, immunity to disease, scent, squeeze through, telepathy 40 ft..
  • Automatic Languages: Common, Otyugh plus one free language. Bonus Languages: Elf, Dwarf, Giant, Goblin, Orc.
  • Favored Class: Fighter.
  • Level adjustment +4.

Sample Creature

Sewer Workers Union Chaircreature Cloacilla

Muto-Otyugh, 4th level Expert
Large Aberration
Hit Dice: 4d8+4d6+8 (40 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +5 natural, +2 leather, +2 heavy wooden shield) touch 10, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: Tentacle +8 melee (1d4+1)
Full Attack: 2 Tentacles +5 melee (1d4+1) and bite +0 melee (1d3 plus disease) or tentacle +5 melee (1d4+1) and heavy shield +5 melee (1d6+1) and bite +0 melee (1d3 plus disease)
Space/Reach: 10 ft./10 ft. (5 ft. with bite)
Special Attacks: Constrict 1d4+2, gnaw 1d3+1, improved grab
Special Qualities: All-around facing, darkvision 90 ft., immunity to disease, scent, squeeze through, telepathy 40 ft.
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 12, Dex 10, Con 13, Int 14, Wis 14, Cha 10
Skills: Decipher Script +5, Decipher Script +3, Disable Device +6, Diplomacy +13, Disguise +0 [+2 acting]. Escape Artist +5, Heal +5, Hide +0 [+4 in sewage], Intimidate +2, Knowledge (Architecture and engineering) +5, Listen +5, Open Lock +3, Profession (sewer worker) +5, Search +6, Spot +9, Sense Motive +7, Swim +4, Use Magic Device +6
Feats: Lightning Reflexes, Negotiator, Shield Proficiency
Environment: Underground
Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral
Advancement: By character class
Level Adjustment: +3?

Proficient in simple weapons, light armour and shields.

Design Notes
Writing the Otyugh and Neo-Otyugh inspired me to writeup a "character-classable" version of the Otyugh. Based stats on Juvenile Otyugh with changed proportions (taller & slimmer), manipulative trifoil claspers, reduced natural weapons damage, a Neo-Otyugh's intelligence & special abilities and advancement by character class.

Sample is a level four Expert. It needs an additional feat but I couldn't decide what to give it. Maybe Skill Focus in its Knowledge or Profession skills?

After some consideration I realized Cloacilla's original stats didn't have enough negotiating ability to be an effective union rep so rearranged the abilities to increase its (or should it be her?) Charisma, Diplomacy and Sense motive and selected Negotiator for the feat gained at 6 HD.


Build Notes

Muto-Otyugh
14 skill points
Bluff 1S–1Cha, Diplomacy 1S–1Cha, Escape Artist 1S+R4+Dex0, Hide 4S–4size+Dex0, Listen 3S+1Wis, Sense Motive 1S+1Wis, Spot 3S+R2+1Wis
Skills: Bluff +0* [+2 with telepathy], Diplomacy +0* [+2 with telepathy], Escape Artist +5, Hide +0* [+4 in sewage], Listen +4, Sense Motive +2* [+4 with telepathy], Spot +6

Cloacilla
Non-elite array 13, 12, 11, 10, 9, 8
->
Str 8+4=12, Dex 10=10, Con 9+4=13, Int 13+1=14, Wis 11+2+1=14, Cha 12–2=10

Aberration HD (2+2)×7 = 28 skill points
Bluff 5SP, Diplomacy 7SP, Escape Artist 1SP, Hide 4SP, Listen 3SP, Sense Motive 5SP, Spot 3SP

Expert Levels (6+2)*4 = 32 skills points: any 10 skills
Decipher Script 1SP, Disable Device 4SP, Heal 3SP, Knowledge (Architecture and engineering) 3SP, Open Lock 3SP, Profession (sewer worker) 3SP, Search 4SP, Spot 2SP, Swim 3SP, Use Magic Device 6SP

Bluff 5 ranks CHA
Decipher Script 1 rank INT
Disable Device 4 ranks INT
Diplomacy 7 ranks CHA
Escape Artist 1 rank DEX
Heal 3 ranks WIS
Hide 4 ranks DEX
Knowledge (Architecture and engineering) 3 ranks INT
Listen 3 ranks WIS
Open Lock 3 ranks DEX
Profession (sewer worker) 3 ranks WIS
Search 4 ranks INT
Sense Motive 5 ranks Wis
Spot 3+2 ranks WIS
Swim 3 ranks STR
Use Magic Device 6 ranks CHA

Skills: Bluff 5S+Cha0, Decipher Script 1S+Int2, Disable Device 4S+Int2, Diplomacy 7S+Cha0+2F+4synergy, Disguise Cha0+2synergy, Escape Artist 1S+Dex0+4R, Heal 3S+Wis2, Hide 4S+Dex0–size4 [+4R in sewage], Intimidate Cha0+2synergy, Knowledge (Architecture and engineering) 3S+Int2, Listen 3S+2Wis, Open Lock 3S+Dex0, Profession (sewer worker) 3S+2Wis, Search 4S+2Int, Sense Motive 5S+Cha0+2F, Spot 5S+2Wis+2R, Swim 3S+Str1, Use Magic Device 6S+Cha0
 
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Cleon

Legend
Building a Better Crocodile

Design Notes
My main motivation for doing this Redux is that the SRD Giant Crocodile is very weak for a Huge animal. Its stats are almost identical to an SRD Crocodile that had been advanced to Large size. A predator of its size ought to be far more formidable.

Speaking of more formidable, I was also inspired to produce Dire Animal versions. The Dire Crocodile and Giant Dire Crocodile are not SRD Redux creatures but I'll post them in this thread for convenience.
 

Cleon

Legend
Crocodile Redux
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d6+4) or tail slap +6 melee (1d10+2)
Full Attack: Bite +6 melee (1d6+4) and tail slap +1 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death roll (1d6+6), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7* [+11 in water, +21 when mostly submerged], Listen +4, Spot +4, Survival +2, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 2
Advancement: 4–6 HD (Medium), 7-12 HD (Large)
Level Adjustment:

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.

These reptiles don't just live in swamps. They can inhabit any warm body of water including rivers, lakes and the sea. Crocodiles have even been found in desert oases (if their oasis pool dries out they either retreat into caves or burrows and wait for rainfall or natural springs to replenish it or walk at night towards the smell of water).

Combat
A crocodile seeks to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it drowns. Opponents that resist will be hit by death roll attacks.

A threatened crocodile defends itself with its jaws and tail. They can not attack the same opponent with both attacks, since these natural weapons threaten opposite ends of the crocodile.

Death Roll (Ex): A swimming crocodile can violently thrash its body to tear up any creature it holds in its jaws, dealing 1d6+6 damage if it succeeds on a grapple check.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can follow up with normal grapple actions or its Death Roll special attack.

Ripplesense (Ex): A crocodile can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense (q.v.), except the crocodile can only sense the location of creatures through water. It must itself be in contact with the water, and the creatures must be moving.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Crocodile, Large
Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+17
Attack: Bite +12 melee (1d8+8) or tail slap +12 melee (1d12+4)
Full Attack: Bite +12 melee (1d8+8) and tail slap +7 melee (1d12+4)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: Death roll (1d8+12), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 27, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +5, Spot +5, Survival +2, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 4
Advancement: 8–12 HD (Large)
Level Adjustment:

These creatures can be more than 20 feet long.

Large crocodiles fight and behave like their smaller cousins.

Design Notes
The SRD Crocodile's skill modifiers did not add up - it worked out to Hide 3(+1Dex, +3 Skill Focus), Listen 1(+1 Wis +2 Alertness), Spot 1(+1 Wis +2 Alertness), Swim 0(+4 Str, +8 racial), so one skill rank is missing. I decided Survival was most appropriate.

Apart from that it's a pretty solid design. If anything it's TOO nasty – the standard Crocodile is significantly larger and stronger than an average crocodilian would be, but 11 to 12 feet long is probably a realistic size for a crocodile that would consider eating a Medium-sized humanoid. Most crocodiles are a good deal smaller.

So the Redux Crocodile isn't that different from the SRD version. It has the addition of a Death Roll special attack plus the ability to sense creatures via ripples in the water (which real-life crocodiles can actually do). I've also downgraded their natural weapon attacks slightly while giving them the ability to use both at the same time when full-attacking.

The example Large Crocodile is simply the Crocodile Redux advanced to Large size according to the standard advancement rules.

If I ever do a Generic Crocodile I would probably use Cleon Special "half size grades" and make the Strength 19 specimen be a Big crocodile rather than the standard Medium crocodile, something like this:

Small Croc: 1 HD; Str 11, Con 15; about 4 feet long
Little Croc: 2 HD; Str 13, Con 15; about 5-6 feet long
Medium Croc: 3–4 HD; Str 15, Con 15; about 7-8 feet long
Big Croc: 5–6 HD; Str 19, Con 17; 10-12 feet long
Large Croc: 7–9 HD; Str 21, Con 19; 15-16 feet long
Great Croc: 10–12 HD; Str 27, Con 21; 20-25 feet long


Build Notes
Skill Ranks: Hide 3, Listen 1, Spot 1, Survival 1.

Large Croc Skill Ranks: Hide 5, Listen 2, Spot 2, Survival 1.
 

Cleon

Legend
Crocodile, Giant
Huge Animal
Hit Dice: 13d8+91 (149 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+29
Attack: Bite +20 melee (2d6+12) or tail slap +19 melee (2d8+6)
Full Attack: Bite +20 melee (2d6+12) and tail slap +14 melee (2d8+6)
Space/Reach: 15 ft./10 ft. (20 ft. with tail)
Special Attacks: Death roll (2d6+18), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +15, Ref +8, Will +5
Abilities: Str 35, Dex 10, Con 25, Int 1, Wis 12, Cha 2
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +6, Spot +6, Survival +2, Swim +20
Feats: Alertness, Endurance, Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 7
Advancement: 14–24 HD (Huge)
Level Adjustment:

These enormous creatures are around 30 feet long and may prey upon dire animals and dinosaurs. A giant crocodile's habits are similar to their regular-sized cousins.

Combat
A crocodile seeks to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it drowns. Opponents that resist will be hit by death roll attacks.

A threatened crocodile defends itself with its jaws and tail. They can not attack the same opponent with both attacks, since these natural weapons threaten opposite ends of the crocodile.

Death Roll (Ex): A swimming giant crocodile can violently thrash its body to tear up any creature it holds in its jaws, dealing 2d6+18 damage if it succeeds on a grapple check.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can follow up with normal grapple actions or its Death Roll special attack.

Ripplesense (Ex): A crocodile can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense (q.v.), except the crocodile can only sense the location of creatures through water. It must itself be in contact with the water, and the creatures must be moving.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Design Notes
This creature represents the largest prehistoric crocodilians such as Deinosuchus or Purussaurus. This is far bigger than the "'can be more than 20 feet long" of the SRD Giant Crocodile. If that's not formidable enough, use a Huge Dire Crocodile or Giant Dire Crocodile.

Mechanically this is basically just a Large Crocodile Redux advanced to Huge size and 13 Hit Dice.


Skill Ranks: Hide 9, Listen 3, Spot 3, Survival 1.
 
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Cleon

Legend
Dire Crocodile
Large Animal (Dire)
Hit Dice: 7d8+42 (73 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+19
Attack: Bite +14 melee (2d6+10) or tail slap +14 melee (1d12+5)
Full Attack: Bite +14 melee (2d6+10) and tail slap +9 melee (1d12+5)
Space/Reach: 10 ft./5 ft. (10 ft. with tail)
Special Attacks: Death roll (2d6+15), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 31, Dex 12, Con 23, Int 1, Wis 12, Cha 6
Skills: Hide +5* [+9 in water, +19 when mostly submerged], Listen +5, Spot +5, Survival +2, Swim +18
Feats: Alertness, Power Attack, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 5
Advancement: 8–13 HD (Large); 14–20 HD (Huge)
Level Adjustment:

Dire crocodiles prey on just about anything that moves. They wait patiently for stalk a potential meal, striking whenever the creature lets down its guard.

Combat
A crocodile seeks to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it drowns. Opponents that resist will be hit by death roll attacks.

A threatened crocodile defends itself with its jaws and tail. They can not attack the same opponent with both attacks, since these natural weapons threaten opposite ends of the crocodile.

Death Roll (Ex): A swimming dire crocodile can violently thrash its body to tear up any creature it holds in its jaws, dealing 2d6+15 damage if it succeeds on a grapple check.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can follow up with normal grapple actions or its Death Roll special attack.

Ripplesense (Ex): A crocodile can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense (q.v.), except the crocodile can only sense the location of creatures through water. It must itself be in contact with the water, and the creatures must be moving.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Dire Crocodile, Huge
Huge Animal (Dire)
Hit Dice: 14d8+84 (161 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 19 (–2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +10/+26
Attack: Bite +21 melee (2d8+12/19–20) or tail slap +20 melee (2d6+6)
Full Attack: Bite +21 melee (2d8+12/19–20) and tail slap +15 melee (2d6+6)
Space/Reach: 15 ft./10 ft. (15 ft. with tail)
Special Attacks: Death roll (2d8+18), improved grab
Special Qualities: Hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +16, Ref +13, Will +10
Abilities: Str 35, Dex 12, Con 25, Int 1, Wis 12, Cha 6
Skills: Hide +7* [+11 in water, +21 when mostly submerged], Listen +7, Spot +8, Survival +2, Swim +20
Feats: Alertness, Improved Critical (bite), Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 8
Advancement: 15–20 HD (Huge)
Level Adjustment:

Design Notes
I applied a homebrewed "Dire Animal" template to my Crocodile Redux, Large Crocodile Redux and Giant Crocodile Redux to come up with the basic stats. The tail-reach of the basic Dire Crocodile that resulted was tweaked to match the Large Crocodile Redux

Unfortunately, since I applied the template to different base creatures the original Advancements didn't match up, creating gaps between the various grades as follows:

Original:
Dire Crocodile: 7 HD; Advancement: 8–14 HD (Large); 15–21 HD (Huge)

Huge Dire Crocodile: 14 HD; Advancement: 15–28 HD (Huge), 29–42 HD (Gargantuan)
Giant Dire Crocodile: 21 HD; Advancement: 22–42 HD (Huge); 43–63 HD (Gargantuan)
Gargantuan Dire Crocodile: 29–42 HD
Gargantuan Giant Dire Crocodile: 43–63 HD

Revised:
Dire Crocodile: 7–13 HD
Huge Dire Crocodile: 14–20 HD (Intermediary to Giant)
Giant Dire Crocodile: 21–32 HD
Gargantuan Dire Crocodile: 33–48 HD

Build Notes

Skill Ranks: Hide 5, Listen 2, Spot 2, Survival 1.
Skill Ranks (Huge Dire Croc): Hide 7, Listen 4, Spot 5, Survival 1.
 
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Cleon

Legend
Dire Crocodile, Giant
Huge Animal (Dire)
Hit Dice: 21d8+168 (262 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 21 (–2 size,+1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +15/+37
Attack: Bite +28 melee (3d6+14/19-20) or tail slap +27 melee (2d8+7)
Full Attack: Bite +28 melee (3d6+14/19-20) and tail slap +22 melee (2d8+7)
Space/Reach: 15 ft./10 ft. (20 ft. with tail)
Special Attacks: Death roll (3d6+21), improved grab
Special Qualities: Damage reduction 3/–, hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +20, Ref +13, Will +13
Abilities: Str 39, Dex 12, Con 27, Int 1, Wis 12, Cha 6
Skills: Hide +9* [+13 in water, +23 when mostly submerged], Listen +8, Spot +8, Survival +2, Swim +22
Feats: Alertness, Cleave, Endurance, Improved Critical (bite), Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Epic Feat: Damage Reduction
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 11
Advancement: 22–32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment:

These terrifying reptiles can be more than 40 feet long from nose to tail. The largest specimens can exceed 80 feet in length and eat tyrannosaurs for breakfast.

Combat
A crocodile seeks to establish a hold upon an opponent with its mouth and drag it into deep water, attempting to pin it to the bottom until it drowns. Opponents that resist will be hit by death roll attacks.

A threatened crocodile defends itself with its jaws and tail. They can not attack the same opponent with both attacks, since these natural weapons threaten opposite ends of the crocodile.

Death Roll (Ex): A swimming giant dire crocodile can violently thrash its body to tear up any creature it holds in its jaws, dealing 3d6+21 damage if it succeeds on a grapple check.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can follow up with normal grapple actions or its Death Roll special attack.

Ripplesense (Ex): A crocodile can detect disturbances in the water using vibration-sensitive pits in its scales. This functions like blindsense (q.v.), except the crocodile can only sense the location of creatures through water. It must itself be in contact with the water, and the creatures must be moving.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Dire Crocodile, Gargantuan
Gargantuan Animal (Dire)
Hit Dice: 33d8+330 (478 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (–4 size,+1 Dex, +16 natural), touch 7, flat-footed 22
Base Attack/Grapple: +24/+55
Attack: Bite +40 melee (4d6+19/19-20) or tail slap +39 melee (3d8+9)
Full Attack: Bite +40 melee (4d6+20/19-19) and tail slap +34 melee (3d8+9)
Space/Reach: 20 ft./15 ft. (30 ft. with tail)
Special Attacks: Death roll (4d6+28), improved grab
Special Qualities: Damage reduction 6/–, fast healing 3, hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +28, Ref +23, Will +23
Abilities: Str 49, Dex 13, Con 31, Int 1, Wis 12, Cha 6
Skills: Hide +13* [+17 in water, +27 when mostly submerged], Listen +10, Spot +10, Survival +2, Swim +27
Feats: Alertness, Cleave, Endurance, Improved Critical (bite), Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Epic Feats: Damage Reduction ×2, Epic Reflexes, Epic Will
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 16
Advancement: 34-48 HD (Gargantuan)
Level Adjustment:

Dire Crocodile, Gargantuan (Advanced)
Gargantuan Animal (Dire)
Hit Dice: 43d8+473 (666 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 24 (–4 size,+2 Dex, +16 natural), touch 8, flat-footed 22
Base Attack/Grapple: +32/+64
Attack: Bite +49 melee (6d6+20/19-20) or tail slap +48 melee (3d8+10)
Full Attack: Bite +49 melee (6d6+20/19-20) and tail slap +43 melee (3d8+10)
Space/Reach: 20 ft./15 ft. (30 ft. with tail)
Special Attacks: Death roll (6d6+30), improved grab
Special Qualities: Damage reduction 9/–, fast healing 3, hold breath, low-light vision, 60 ft. ripplesense
Saves: Fort +34, Ref +29, Will +28
Abilities: Str 50, Dex 14, Con 32, Int 1, Wis 12, Cha 6
Skills: Hide +16* [+20 in water, +30 when mostly submerged], Listen +14, Spot +14, Survival +2, Swim +28
Feats: Alertness, Cleave, Endurance, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Skill Focus (Hide), Weapon Focus (bite)
Epic Feats: Damage Reduction ×3, Epic Reflexes, Epic Will, Fast Healing, Great Constitution
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 19
Advancement: 44-48 HD (Gargantuan)
Level Adjustment:

Design Notes
See the Dire Crocodile for general notes. The Challenge Ratings were what came out from standard advancement guidelines but I'm not entirely sure whether they're sound. The advanced versions can do a LOT of damage and have piles of hit points, but have no special defences to speak of and would easily fall to ability damage, although that weakness applies to numerous 3E monsters.

Incidentally, I initially statted up the 43 HD version because the original rough draft based on my homebrew Dire Animal template had Advancement 43-62 HD (Gargantuan), but when it came out with 666 hit points I was so amused I had to keep it.


Build Notes
Skill Ranks: Hide 13, Listen 5, Spot 5, Survival 1.

Advanced to 33 HD
Skill Ranks: Hide 21, Listen 7, Spot 7, Survival 1
Three ability increases from advancement applied to Strength (+1) and Dexterity (+1).

Advanced to 43 HD
Skill Ranks: Hide 23, Listen 11, Spot 11, Survival 1.
Five ability increases from advancement applied to Strength (+3) and Dexterity (+2).
 
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