Otyugh

Combat

Otyugh

Large Aberration

Hit Dice:

6d8+9 (36 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

17 (-1 size, +8 natural), touch 9, flat-footed 17

Base Attack/Grapple:

+4/+8

Attack:

Tentacle +4 melee (1d6)

Full Attack:

2 tentacles +4 melee (1d6) and bite -2 melee (1d4)

Space/Reach:

10 ft./10 ft. (15 ft. with tentacle)

Special Attacks:

Constrict 1d6, disease, improved grab

Special Qualities:

Darkvision 60 ft., scent

Saves:

Fort +3, Ref +2, Will +6

Abilities:

Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

Skills:

Hide -1*, Listen +6, Spot +6

Feats:

Alertness, Toughness, Weapon Focus (tentacle)

Environment:

Underground

Organization:

Solitary, pair, or cluster (3-4)

Challenge Rating:

4

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

7-8 HD (Large); 9-18 HD (Huge)

Level Adjustment:

-

A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.

Otyughs speak Common.

Combat

An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.

Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever-bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): 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.

Skills: *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.