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OtyughCreature 4


NLargeAberration
Source Pathfinder Bestiary
Perception +10 (darkvision, scent (imprecise) 30 feet)
Languages Common
Skills Acrobatics +8, Athletics +14, Stealth +8
Str +6, Dex +2, Con +4, Int -2, Wis +2, Cha -2

AC 20; Fort +12; Reflex +8; Will +10;
HP 70
Speed 20 feet
Immunities disease

Jaws One Action +14 (+9, +4) to hit 2d6+6 Piercing
Tentacle One Action +14 (+10, +6) to hit (agile, reach 10) 1d6+6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Stench (aura, olfactory)

40 feet Aura


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 oflal 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.

Effect: Stench

Constrict One Action

1d6+6 bludgeoning, DC 22 basic 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.

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 (1 day)

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 One Action

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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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 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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.