Neo-otyugh

DnDChick

Demon Queen of Templates
NEO-OTYUGH
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
Climate/Terrain: Any 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. It conforms to the general characteristics of an otyugh, and are even more aggressive in their hunting of prey. Also, the neo-otyugh is slightly better at telepathic communication. Some specimens of these creatures reach 8 feet in diameter. 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.
 
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