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Cleon Specials – SRD Redux Monsters and Related Creatures
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<blockquote data-quote="Cleon" data-source="post: 7946497" data-attributes="member: 57383"><p><span style="font-size: 22px"><strong>Otyugh Redux [<span style="color: rgb(184, 49, 47)"><em>Homebrew</em></span>]</strong></span></p><p>Large Aberration</p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 17 (–1 size, +8 natural), touch 9, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +4/+12</p><p><strong>Attack:</strong> Tentacle +8 melee (1d8+4)</p><p><strong>Full Attack:</strong> 2 tentacles +8 melee (1d8+4) and bite +2 melee (1d4+2)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft. (15 ft. with tentacle)</p><p><strong>Special Attacks:</strong> Constrict 1d8+4, disease, gnaw 1d4+2, improved grab</p><p><strong>Special Qualities:</strong> All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.</p><p><strong>Saves:</strong> Fort +5, Ref +4, Will +6</p><p><strong>Abilities:</strong> Str 19, Dex 10, Con 17, Int 7, Wis 12, Cha 6</p><p><strong>Skills:</strong> Hide –1* [<em>+11 in lair</em>], Listen +6, Spot +10</p><p><strong>Feats:</strong> Alertness, Lightning Reflexes, Weapon Focus (tentacle)</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary, pair, or cluster (3–4)</p><p><strong>Challenge Rating:</strong> 4</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 7–8 HD (Large); 9–18 HD (Huge)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>All-Around Facing (Ex):</strong> 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.</p><p></p><p><strong>Constrict (Ex):</strong> An otyugh deals automatic tentacle damage with a successful grapple check.</p><p></p><p><strong>Disease (Ex):</strong> Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.</p><p></p><p><strong>Improved Grab (Ex):</strong> 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.</p><p></p><p><strong>Gnaw (Ex):</strong> An otyugh can deal automatic bite damage with a successful grapple check.</p><p></p><p><strong>Telepathy (Su):</strong> 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.</p><p></p><p>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".</p><p></p><p>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.</p><p></p><p>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 <em>thought shield</em> or <em>mind blank</em>.</p><p></p><p>An otyugh gains a +2 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against creatures it can "read" with its telepathy.</p><p></p><p><strong>Skills: </strong>Otyughs have a +4 racial bonus on Spot checks from its keen eyesight.</p><p></p><p>*An otyugh has a +12 racial bonus on Hide checks when in its lair, due to its natural coloration.</p><p></p><p><span style="font-size: 18px"><strong>IMMATURE OTYUGHS</strong></span></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Newborn Otyugh</strong> (Same stats as an infant otyugh, except they lack extra Reach with their tentacles)</p><p></p><p>A typical newborn otyugh is 2½ feet in diameter and stands 2½ feet tall, with 6 foot long tentacles. It weighs 150 pounds.</p><p></p><p><strong>Infant Otyugh</strong> (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* [<em>+14 in lair</em>], Listen +3, Spot +7; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 2)</p><p></p><p>An infant otyugh is 3 feet in diameter and stands 3 feet tall, with 8 foot long tentacles. It weighs 250 pounds.</p><p></p><p><strong>Juvenile Otyugh</strong> (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* [<em>+11 in lair</em>], Listen +3, Spot +7; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 3)</p><p></p><p>A juvenile otyugh is 4 feet in diameter and stands 3½ feet tall, with 10 foot long tentacles. It weighs 500 pounds.</p><p></p><p><strong>Adolescent Otyugh</strong> (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* [<em>+11 in lair</em>], Listen +3, Spot +8; Feats: Lightning Reflexes, Weapon Focus (tentacle); CR: 3)</p><p></p><p>An adolescent otyugh is 5’ in diameter and stands 4½’ tall, with 12’ long tentacles. It weighs 1,000 pounds.</p><p></p><p><strong>Adult Otyugh</strong> (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* [<em>+11 in lair</em>], Listen +6, Spot +10; Feats: Alertness, Lightning Reflexes, Weapon Focus (tentacle); CR: 4)</p><p></p><p>An adult otyugh is 6’ in diameter and stands 6’ tall, with 15’ long tentacles. It weighs 2,000 pounds.</p><p></p><p><strong>Huge Otyugh</strong> (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* [<em>+10 in lair</em>], Listen +6, Spot +10; Feats: Alertness, Lightning Reflexes, Power Attack, Weapon Focus (tentacle); CR: 6)</p><p></p><p>A huge otyugh is 8’ in diameter and stands 7’ tall, with 20’ long tentacles. It weighs 4,000 pounds.</p><p></p><p><strong>Maximized Otyugh</strong> (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* [<em>+13 in lair</em>], Listen +9, Spot +13; Feats: Alertness, Blind-Fight, Improved Natural Attack (tentacle), Lightning Reflexes, Multiattack, Power Attack, Weapon Focus (tentacle); CR: 9)</p><p></p><p>A maximized otyugh is 15’ in diameter and stands 12’ tall, with 20’ long tentacles. They weigh around 24,000 pounds.</p><p></p><p>Advancement ability increases applied to Str, Con and Int.</p><p></p><p><span style="color: green"><span style="font-size: 18px"><strong>Design Notes</strong></span></span></p><p><span style="color: green">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.</span></p><p><span style="color: green"></span></p><p><span style="color: green">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.</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 7946497, member: 57383"] [SIZE=6][B]Otyugh Redux [[COLOR=rgb(184, 49, 47)][I]Homebrew[/I][/COLOR]][/B][/SIZE] Large Aberration [B]Hit Dice:[/B] 6d8+18 (45 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 20 ft. (4 squares) [B]Armor Class:[/B] 17 (–1 size, +8 natural), touch 9, flat-footed 17 [B]Base Attack/Grapple:[/B] +4/+12 [B]Attack:[/B] Tentacle +8 melee (1d8+4) [B]Full Attack:[/B] 2 tentacles +8 melee (1d8+4) and bite +2 melee (1d4+2) [B]Space/Reach:[/B] 10 ft./5 ft. (15 ft. with tentacle) [B]Special Attacks:[/B] Constrict 1d8+4, disease, gnaw 1d4+2, improved grab [B]Special Qualities:[/B] All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft. [B]Saves:[/B] Fort +5, Ref +4, Will +6 [B]Abilities:[/B] Str 19, Dex 10, Con 17, Int 7, Wis 12, Cha 6 [B]Skills:[/B] Hide –1* [[I]+11 in lair[/I]], Listen +6, Spot +10 [B]Feats:[/B] Alertness, Lightning Reflexes, Weapon Focus (tentacle) [B]Environment:[/B] Underground [B]Organization:[/B] Solitary, pair, or cluster (3–4) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] 7–8 HD (Large); 9–18 HD (Huge) [B]Level Adjustment:[/B] — [I]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.[/I] 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). [B][SIZE=5]Combat[/SIZE][/B] 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. [B]All-Around Facing (Ex):[/B] 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. [B]Constrict (Ex):[/B] An otyugh deals automatic tentacle damage with a successful grapple check. [B]Disease (Ex):[/B] Filth fever—bite, Fortitude DC 16, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. [B]Improved Grab (Ex):[/B] 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. [B]Gnaw (Ex):[/B] An otyugh can deal automatic bite damage with a successful grapple check. [B]Telepathy (Su):[/B] 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 [I]thought shield[/I] or [I]mind blank[/I]. An otyugh gains a +2 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against creatures it can "read" with its telepathy. [B]Skills: [/B]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. [SIZE=5][B]IMMATURE OTYUGHS[/B][/SIZE] 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. [B]Newborn Otyugh[/B] (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. [B]Infant Otyugh[/B] (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* [[I]+14 in lair[/I]], 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. [B]Juvenile Otyugh[/B] (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* [[I]+11 in lair[/I]], 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. [B]Adolescent Otyugh[/B] (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* [[I]+11 in lair[/I]], 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. [B]Adult Otyugh[/B] (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* [[I]+11 in lair[/I]], 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. [B]Huge Otyugh[/B] (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* [[I]+10 in lair[/I]], 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. [B]Maximized Otyugh[/B] (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* [[I]+13 in lair[/I]], 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. [COLOR=green][SIZE=5][B]Design Notes[/B][/SIZE] 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.[/COLOR] [/QUOTE]
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