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Size/Type: 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.


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.

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