Otyugh
Creature 4 — aberration
Pre-Remaster content. May include legacy alignment.
Lords of sewers, ditches, and landfllls, otyughs are filthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey. Most assume that otyughs originally evolved in swamps and moved into sewers as civil
Source: pathfinder-bestiary (Pre-Remaster)
Perception +10
Skills acrobatics +8, athletics +14, stealth +8
Str
+6
Dex
+2
Con
+4
Int
-2
Wis
+2
Cha
-2
AC 20
Fort +12
Ref +8
Will +10
HP 70
Immunities disease
Speed 20 feet
Offense
Melee Jaws +14, Damage 2d6+6 piercing
Melee Tentacle +14, Damage 1d6+6 bludgeoning
Abilities
Stench (aura, olfactory) — 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be Sickened 1 (plus Slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with Create Water and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
Constrict — 1d6+6 bludgeoning, DC 22 Fortitude
Constrict
Filth Fever (disease) — The Sickened and Unconscious conditions from filth fever don't improve on their own until the disease is cured.
Saving Throw DC 20 Fortitude
Stage 1 carrier with no ill effect (1d4 hours)
Stage 2 Sickened 1 (1 day)
Stage 3 sickened 1 and Slowed 1 as long as it remains sickened (1 day)
Stage 4 Unconscious (1 day)
Stage 5 dead
Reposition — The otyugh attempts to move all creatures that it has Grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature's Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed.
Grab — Grab
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