|||
Home
Actions/Activities
Afflictions
Ancestries
Archetypes
Backgrounds
Classes
Conditions
Creatures
Equipment
Feats
Hazards
Rules
Setting
Skills
Spells/Rituals
Traits
Licenses
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Character Creation +
Ancestries
Archetypes
Backgrounds
Classes
Feats
Skills
Creatures
Equipment
Setting
Spells/Rituals
Rules +
Actions/Activities
Conditions
Rules
Traits
Hazards
Sources
About the Archives +
Licenses
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Abilities
|
Filter
|
Monsters
|
NPCs
All
|
Families
|
Templates
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I
|
J
|
K
|
L
|
M
|
N
|
O
|
P
|
Q
|
R
|
S
|
T
|
U
|
V
|
W
|
X
|
Y
|
Z
Otyugh
Lords of sewers, ditches, and landfllls, otyughs are lthy 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 civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like “king of offal” and “duchess of slime” to indicate their rank and station in their sludgy underworld beneath the streets.
Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature.
Recall Knowledge - Aberration
(
Occultism
)
: DC 19
Otyugh
Creature 4
N
Large
Aberration
Source
Bestiary pg. 258
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
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.
Speed
20 feet
Melee
jaws +14 [
+9/+4
],
Damage
2d6+6 piercing plus filth fever
Melee
tentacle +14 [
+10/+6
] (
agile
,
reach 10 feet
),
Damage
1d6+6 bludgeoning plus Grab
Constrict
1d6+6 bludgeoning, DC 22
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.
Otyugh "Pets"
Otyughs happily wallow in and consume the garbage of other creatures, making them an efficient (and ecological) disposal system for those bold enough to try such a tack. The problem, though, as such otyugh keepers soon realize, is supplying enough refuse to keep the nigh-insatiable otyugh from wandering off from its miasmic kennel.