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.