Otyugh Species in Other Realms | World Anvil

Otyugh

An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.   Dwellers in Darkness Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.   Symbiotic Guardians Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one "trained" otyugh has eaten its keeper after devouring all the waste in its wallow.  

Otyugh

An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.


Armor Class14 (natural armor)
Hit Points 12d10+48
Speed30ft.
Strength16 (+3)
Dexterity11 (+0)
Constitution19 (+4)
Intelligence6 (-2)
Wisdom13 (+1)
Charisma6 (-2)
Saving ThrowsConstitution d20+7
SensesDarkvision 120ft.Passive Perception 11
LanguagesOtyugh
Challenge5 (1 ,800 XP)
SpecialLimited TelepathyThe otyugh can magically transmit simple messagesand images to any creature within 120 feet
of it that can understand a language.This form of telepathy doesn't allow thereceiving creature to telepathically respond
Action 1MultiattackThe otyugh makes three attacks:one with its bite and two with its tentacles
Action 2BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d8+3 piercing damage.If the target is a creature, it must succeed ona 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 1d10 on a failure .
The disease is cured on a success.The target dies if the disease reducesits hit point maximum to 0.This reduction to the target's hit point
maximum lasts until the disease is cured
Action 3TentacleMelee Weapon Attack d20+6 to hit
Reach 10ft., one targetHit 1d8+3 bludgeoning damageplus 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
Action 4Tentacle SlamThe otyugh slams creatures grappled by itinto each other or a solid surface.
Each creature must succeed on a DC 14 Strength saving throwor take 2d6+3 bludgeoning damageand 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

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