Otyugh

Otyugh

Large aberration, neutral

5
Challenge Rating
1800 XP

In the depths of filth-ridden sewers, festering dungeons, and putrid caverns, the Otyugh slithers as a grotesque and foul creature. This abhorrent aberration embodies the repulsive aspects of the natural world, feeding on refuse and excrement while guarding its lair with vicious determination.

The Otyugh is a large, multi-limbed creature with a bloated and misshapen body. Its grotesque form is covered in mottled, slimy skin, ranging in color from sickly brown to gray or green. It possesses a trio of powerful tentacles that sprout from its upper body, each ending in a cluster of sharp, barbed tendrils. Its eyes, small and beady, exude an eerie intelligence amidst its repulsive appearance.

Feeding on waste and rotting matter, the Otyugh is a scavenger by nature. It dwells in areas where refuse and detritus are plentiful, such as sewers or garbage pits. The stench of decay and filth that surrounds it is a natural part of its environment, and it uses the cover of its fetid surroundings to hunt and protect its lair.

Otyughs are territorial creatures and fiercely guard their hunting grounds. They are solitary by nature, often dwelling in labyrinthine tunnels or caverns lined with mounds of waste. They possess a keen sense of smell that allows them to detect intruders, and their strong tentacles are capable of constricting and rending prey. Despite their sluggish appearance, they can move swiftly and silently when in pursuit of prey or defending their territory.

One of the most remarkable traits of the Otyugh is its ability to sense the psychic emanations of nearby creatures. This extrasensory perception enables it to detect the approach of intruders, allowing it to prepare its defenses or lie in wait for unsuspecting prey. This psychic awareness makes the Otyugh a formidable opponent, as it can anticipate the actions of its foes.

Encountering an Otyugh is to face a repulsive and dangerous creature lurking within a noxious environment. Its presence exudes an aura of revulsion and decay, as it lurks in the darkness, ready to strike at any intruder. Engaging an Otyugh requires caution and strategic thinking, as its tentacles and keen senses can make short work of the unprepared.

Otyughs represent the grotesque and revolting aspects of the natural world. They serve as reminders of the dangers that can lurk in the most unassuming places and the ferocity of creatures adapted to survive in vile environments. Whether encountered as formidable adversaries or as guardians of forgotten tunnels and foul lairs, Otyughs add a touch of repulsive horror and formidable resilience to the realms of adventure and exploration.

Special Abilities

Limited Telepathy

The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.

Actions

  • Multiattack: The otyugh makes three attacks: one with its bite and two with its tentacles.
  • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
  • Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
  • Tentacle Slam: The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.
Armor Class: 14 (natural armor)
Hit Points: 114 (12d10+48)
Speed: 30 ft. (walk)
str
16
+3
dex
11
+0
con
19
+4
int
6
-2
wis
13
+1
cha
6
-2
Proficiency Bonus: +3

Proficiencies

  • Saving Throw: CON +7

Senses

  • Passive Perception: 11
  • Darkvision: 120′
Languages: Otyugh
Environment: Underdark

Credits: SRD 5.1