Otyugh
Creature 4 — aberration
Pre-Remaster content. May include legacy alignment.
WeaverAnvilLANDaberration
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; darkvision, scent (imprecise) 30 feet
Languages common
Skills acrobatics +8, athletics +14, stealth +8 (+11 in lair)
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 (unarmed) +14, Damage 2d6+6 piercing plus Filth Fever
Melee Tentacle (agile, reach-10, unarmed) +14, Damage 1d6+6 bludgeoning plus Grab
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
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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
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 —
WORKS WELL WITH
SniperLANDThe Sniper capitalizes on stench-debuffed targets from safety, solving the positioning tension of engaging the Otyugh's aura at close range.
CrasherLANDThe Crasher charges enemies the Otyugh clusters via Reposition, solving the tempo tension of capitalizing on relocated foes before they scatter.
FlankerLANDThe Flanker exploits repositioned and debuffed targets for reliable off-guard strikes, solving the positioning alignment between area control and precision damage.
PUNISHES
✖ clumping✖ melee reliance✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Otyugh in the encounter builder — free, no install.
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