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Modifying Under Performing SRD Monsters, or "Building A Better Otyugh"
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<blockquote data-quote="Cleon" data-source="post: 4697911" data-attributes="member: 57383"><p><strong>Otyugh Redux</strong></p><p></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong><span style="font-size: 15px">OTYUGH REDUX</span></strong></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong></strong>Large Aberration</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Hit Dice:</strong> 6d8+18 (45 hp)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Initiative:</strong> +0</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Speed:</strong> 20 ft. (4 squares)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Armor Class:</strong> 17 (–1 size, +8 natural), touch 9, flat-footed 17</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Base Attack/Grapple:</strong> +4/+12</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Attack:</strong> Tentacle +8 melee (1d8+4)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Full Attack:</strong> 2 tentacles +8 melee (1d8+4) and bite +2 melee (1d4+2)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Space/Reach:</strong> 10 ft./5 ft. (15 ft. with tentacle)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Special Attacks:</strong> Constrict 1d8+4, disease, gnaw 1d4+2, improved grab</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Special Qualities:</strong> All-around facing, darkvision 90 ft., immunity to disease, scent, telepathy 40 ft.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Saves:</strong> Fort +5, Ref +4, Will +6</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Abilities:</strong> Str 18, Dex 10, Con 17, Int 7, Wis 12, Cha 6</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Skills:</strong> Hide –1*[<em>+11 in Lair</em>], Listen +6, Spot +10</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Feats:</strong> Alertness, Lightning Reflexes, Weapon Focus (tentacle)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Environment:</strong> Underground</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Organization:</strong> Solitary, pair, or cluster (3–4)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Challenge Rating:</strong> 4</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Treasure:</strong> Standard</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Alignment:</strong> Usually neutral</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Advancement:</strong> 7–8 HD (Large); 9–18 HD (Huge)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Level Adjustment:</strong> —</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><em>Swaggering around on three squat legs is a monstrosity that looks, and reeks, like a ambulatory dungheap. Its conical body has two long tentacles protruding from opposite sides, and a wormlike stalk emerging from the top which 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></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 10px">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 2000 pounds.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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).</span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-size: 12px"><strong>Combat</strong></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span> <span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></span></p><p> <span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></span><span style="font-family: 'Arial'"><span style="font-size: 10px"><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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Constrict (Ex):</strong> An otyugh deals automatic tentacle damage with a successful grapple check.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Gnaw (Ex):</strong> An otyugh can deal automatic bite damage with a successful grapple check.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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".</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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>.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Skills: </strong>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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><span style="font-size: 12px"><strong>IMMATURE OTYUGHS</strong></span></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">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.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Newborn Otyugh</strong> (Same stats as an infant otyugh, except they lack extra Reach with their tentacles)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">A typical newborn otyugh is 2½ feet in diameter and stands 2½ feet tall, with 6 foot long tentacles. It weighs 150 pounds.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Infant Otyugh </strong>(Medium Aberration, Hit Dice: 3d8+6 (19hp); 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 14, 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)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">An infant otyugh is 3 feet in diameter and stands 3 feet tall, with 8 foot long tentacles. It weighs 250 pounds.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Juvenile Otyugh</strong> (Large Aberration, Hit Dice: 4d8+8 (26hp); 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 14, 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)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">A juvenile otyugh is 4 feet in diameter and stands 3½ feet tall, with 10 foot long tentacles. It weighs 500 pounds.</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"><strong>Adolescent Otyugh</strong> (Large Aberration, Hit Dice: 5d8+15 (37hp); 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 16, Dex 10, Con 16, 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)</span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Arial'"><span style="font-size: 10px">An adolescent otyugh is 5’ in diameter and stands 4½’ tall, with 12’ long tentacles. It weighs 1000 pounds.</span></span></p></blockquote><p></p>
[QUOTE="Cleon, post: 4697911, member: 57383"] [b]Otyugh Redux[/b] [FONT=Arial][SIZE=2][B][SIZE=4]OTYUGH REDUX[/SIZE] [/B]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 18, 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 a ambulatory dungheap. Its conical body has two long tentacles protruding from opposite sides, and a wormlike stalk emerging from the top which 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] [/SIZE][/FONT] [FONT=Arial][SIZE=2]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 2000 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. 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. 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). [/SIZE][/FONT] [FONT=Arial][SIZE=2][SIZE=3][B]Combat[/B][/SIZE] [/SIZE][/FONT] [FONT=Arial][SIZE=2][FONT=Arial]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. [/FONT][/SIZE][/FONT][FONT=Arial][SIZE=2][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]. [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=3][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 (19hp); 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 14, 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 (26hp); 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 14, 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 (37hp); 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 16, Dex 10, Con 16, 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 1000 pounds.[/SIZE][/FONT] [/QUOTE]
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