D&D 3.x Creature Catalog 3.5 Overhaul Project

CR 7 would probably be more appropriate. The ferrumach is CR 9, and isn't much tougher, and has far inferior spell-like abilities.

Other than that, I'd say it's done except for the LA.

Bring on the argenach and plumach (in the other thread, of course). ;)
 

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i'd like to keep an LA since they were specifically given to the other rilmani (for what reason, i know not) in the FF. ;)

any suggestions?
 

Cracking open Savage Species and heading into unfamiliar territory...

+1 for unbalanced ability scores
+1 for natural armor
+1 for fly speed
+1 for having at-will spell-like abilities
+1 for having spell-like abilities beyond a caster of comparable level
+1 for spell resistance
+1 for two types of energy resistance
---------------------------------------
+7 Total
 


Aurumach +9
Ferrumach +5
Cuprilach +5

The powerful spell-like abilities and fly speed push it higher than the latter two.
 

which of these looks better?

An abiorach gains access to additional spell-like abilities while attuned to an elemental plane. It can use the following spell-like abilities when attuned to the appropriate plane listed in parenthesis: 3/day - control water (water) (DC 20), flaming sphere (fire) (DC 16), gust of wind (air) (DC 16), or move earth (earth) (DC 20); 1/day - horrid wilting (water) (DC 22), wall of fire (fire), wall of force (air), or wall of stone (earth) (DC 19). Caster level 6th. The save DCs are Charisma-based.

An abiorach gains the use of additional spell-like abilities while attuned to the appropriate elemental plane, as follows. Air: 3/day - gust of wind (DC 16); 1/day - wall of force. Earth: 3/day - move earth (DC 20); 1/day - wall of stone (DC 19). Fire: 3/day - flaming sphere (DC 16); 1/day - wall of fire. Water: 3/day - control water (DC 20); 1/day - horrid wilting (DC 22). Caster level 6th. The save DCs are Charisma-based.
 




Ok, not a whole lot should need to be done here. Just compare the 3.0 to 3.5 differences between the standard otyugh, and make comparable changes to this one. :)


Otyugh, Neo-

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Large Aberration
Hit Dice: 9d8+18 (58 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 20 (-1 size, -1 Dex, +12 natural)
Attacks: 2 tentacle rakes +6 melee, bite +1 melee
Damage: Tentacle rake 1d6+1, bite 1d4
Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Improved grab, constrict 1d6, disease
Special Qualities: Scent
Saves: Fort +5 Ref +2 Will +7
Abilities: Str 13 Dex 9 Con 15 Int 10 Wis 12 Cha 8
Skills: Hide +4*, Listen +11, Move Silently +11, Spot +12
Feats: Alertness

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Climate: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 10-11HD (Large), 12-17HD (Huge)

A neo-otyugh is a larger, more intelligent version of a normal otyugh. The hide of a neo-otyugh is even tougher than that of an otyugh, although the appearance is similar.

Combat
Neo-otyughs are very aggressive, much more so than otyughs. Unlike their lesser kin, neo-otyughs often leave their lairs and actively search for prey. They attack in a manner identical to other otyughs.

Improved Grab (Ex): To use this ability, the neo-otyugh must hit a Medium-size or smaller opponent with a tentacle attacks. If it gets a hold, it can grapple.

Constrict (Ex): A neo-otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.

Disease (Ex): Filth fever—bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.

Skills: *A neo-otyugh receives a +8 racial bonus to Hide checks while in its lair, due to its natural coloration.

1977 Wizards of the Coast, Inc.
Originally found in 1e Monster Manual


the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).


1E Monster manual:

NEO-OTYUGH
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 9-12
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/1-3
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average-very
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Neo-otyugh are a larger, more intelligent species of otyugh (qv). They conform to the general characteristics of otyugh, and are even more aggressive in their hunting of prey. Also, the neo-otyugh are slightly better at telepathic communication. Some specimens of these creatures reach 8’ diameter and a height of 3’ or more. The hide of a neo-otyugh is even tougher than that of an otyugh, although the appearance is similar.



2E monstrous manual:

Neo-otyugh
CLIMATE/TERRAIN: Subterranean
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average-Very (8-12)
TREASURE: See below
ALIGNMENT: Neutral
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 6
HIT DICE: 9-12
THAC0: 9-10 HD: 11
11-12 HD: 9
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/1-3
SPECIAL ATTACKS: Grab, disease
SPECIAL DEFENSES: Never surprised
MAGIC RESISTANCE: Nil
SIZE: L (8' diam.)
MORALE: Fanatic (17)
XP VALUE: 9 HD: 2,000
10 HD: 3,000
11 HD: 4,000
12 HD: 5,000


Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb it. There are two varieties, the regular otyugh, and its larger, more intelligent offshoot, the neo-otyugh. They feed on dung and wastes from other dungeon creatures (gulguthra means "dung eaters") but also enjoy an occasional snack of fresh meat.
Otyughs have huge, bloated bodies covered with a rock-like skin that is brownish gray in color, which is in turn covered with dung. They stand on three thick legs that give them slow ground movement but enable them to pivot quickly. They have three eyes on a leaf-like stalk that moves quickly from side to side, enabling them to scan a large area. The eye stalk is also a receiver/transmitter for their telepathic abilities. Otyughs have a huge mouth with very sharp teeth in the center of their mass. They also have two tentacles with leaf-like ridges that they use to smash and grapple their opponents. The tentacles are covered with rough thorn-like projections. Neo-otyughs have smaller mouths than otyughs.
Otyughs and neo-otyughs speak their own language, much of which is non-verbal (movements of eye stalk and tentacles, or emission of certain smells); they also have limited telepathy that enable them to communicate with other creatures. Otyughs reek of dung and decay.

Combat: Otyughs lurk under piles of offal with only their eyes exposed. They usually attack if they feel threatened, or if they are hungry and there is fresh meat nearby. They attack with their two ridged tentacles, which either smash an opponent or grapple it. Grappled opponents suffer 2-4 points of damage per round. Otyughs' bite attacks gain a +2 bonus to the attack roll when biting grappled opponents. Otyughs smash grappled opponents to the ground, while the more intelligent neo-otyughs use their victims as shields, bettering their Armor Class by 1. Neo-otyughs may also force attackers to hit the grappled character with a successful attack roll of its own (vs. the grappled character's AC); to do this the neo-otyugh forgoes its squeeze attack. Characters with a Strength of at least 18 can struggle for one round and automatically break free; others must make a successful open doors roll to escape.
Both types of gulguthra are disease-ridden; their bite is 90% likely to infect the character with a debilitating (80%) or fatal (20%) disease. Otyughs are immune to these diseases.

Habitat/Society: All gulguthra have limited telepathic ability. An otyugh can communicate with creatures up to 40 feet away, while a neo-otyugh can communicate with creatures as distant as 60 feet. Communication is usually limited to simple feelings and emotions such as hunger, temperature conditions and associated discomforts, its dislike of bright lights, and imminent death for its prey. Gulguthra also have infravision with a 90-foot range.
Otyughs and neo-otyughs live in ruins and dungeons. They make deals with other dungeon denizens, agreeing not to attack them in exchange for their dung and body wastes, which they then devour. To keep the supply of waste coming (and to get fresh meat) they will agree to help defend their home against intruders, which includes many adventurers. Otyughs may be persuaded not to attack creatures in exchange for promises of friendship and food. Neo-otyughs are less trusting (and more vicious), and usually attack intruders on sight. An otyugh's dungeon allies will sometimes ask it to guard treasure for them. Most gulguthra live alone; 10% of the time, during mating season, two gulguthra can found in its lair.

Ecology: Otyughs and neo-otyughs live underground in heaps of offal and refuse. They hate bright sunlight, preferring the comfortable darkness of dungeons. They mate each year for one month, with one offspring produced. It takes the newborn four months to mature (immature gulguthra have 3-5 HD, damage
1-6/1-6/1-2, and a Strength of 16 is required to break free of their grasp). Otyughs are so disgusting that no alchemist or wizard would want to touch their components, so the corpses of the gulguthra have no known use or value.
 

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