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Pathfinder Second Edition

Compendium

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Otyugh

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Lords of sewers, ditches, and landfills, 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 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.

Attributes

Otyugh

Creature 4

NLargeAberration
  • Perception10; darkvision, scent (imprecise) 30 feet
  • LanguagesCommon
  • Skills acrobatics 8 athletics 14 stealth 8 (+11 in lair)
  • Str6Dex2Con4Int -2Wis2Cha-2
  • AC 20 Fort12Ref8Will10
  • HP 70 Immunitiesdisease
  • Stench 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. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed20 feet,
  • Melee jaws 14 Damage2d6+6 piercing plus filth fevertentacle 14 (agile, reach 10 feet) Damage1d6+6 bludgeoning plus Grab
  • Constrict 1d6+6 (1d6+6) bludgeoning, DC 22. The monster deals the listed amount of damage to any numbers of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
  • 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.
  • 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 (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