Large aberration, neutral
Armor Class 16 (Natural Armor)
Armor Class (suggested) 19 (Natural Armor)
Hit Points 130 (15d10+75)
Speed 30 ft.
Speed (suggested) 20 ft.
Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 8 (-1) | 20 (+5) | 12 (+1) | 13 (+1) | 6 (-2) |
Saving Throws Str+8, Con +8
Senses Darkvision 120 ft., passive Perception 11
Languages Otyugh, limited telepathy 120 ft.
Challenge 5 (1,800 XP)
Abberant Eyes (suggested). The neo otyugh odd position of sight organ allows the creature to spot approaching creatures with extreme accuracy, thus they gain advantage on any perception check based on sight.
Limited Telepathy. The neo otyugh can magically transmit simple messages and images to any creature within 240 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: +8 to hit, reach 5 ft., one target. Hit: (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 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.
- Bite (suggested). Melee Weapon Attack: + t11o hit, reach 5 ft., one target. Hit: (1d4 + 5) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw against disease or become poisoned until the disease is cured with a Lesser Restoration spell. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. 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: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) bludgeoning damage plus (1d10) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
- Tentacle (suggested). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d6 + 5) bludgeoning damage plus (1d4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 16) 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 15 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.
- Tentacle Slam (suggested). The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Constitution saving throw or take 10 (2d6 + 5) 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.
NEO OTYUGH’s TACTICS (read the article)
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A neo-otyugh is a stronger, more intelligent version of an otyugh—a grotesque aberration sporting three legs, snake-like tentacles, and a perpetually ravenous maw. Like an otyugh, a neo-otyugh feeds on organic waste and carrion, but it also hunts living prey with its keen senses and telepathic abilities. A neo-otyugh has a large body and a small mouth, unlike an otyugh, which has a mouth that seems to stretch across its entire body. A neo-otyugh also has an eye-stalk protruding from the top of its body, giving it a better view of its surroundings. A neo-otyugh can reach 3 feet tall and 8 feet wide, or even larger. Its hide is very thick and tough, protecting it from most attacks. A neo-otyugh can communicate telepathically with any creature within 120 feet of it, and can also speak the language of otyughs.
COMBAT
A neo-otyugh is very aggressive at hunting prey, and does not trust intruders. It often attacks on sight, using its tentacles to grapple and drag its victims to its mouth. A neo-otyugh can also bite with its powerful jaws, inflicting a nasty disease that can poison the target until cured. A neo-otyugh is not afraid to fight multiple enemies at once, using its telepathy to confuse and distract them. A neo-otyugh can also sense the presence of any creature within 30 feet of it, even if it cannot see them. A neo-otyugh is fairly clever, but can also become highly intelligent if it consumes enough brains. As such, it may use tactics and strategies to ambush or trap its foes.
HABITAT / SOCIETY
A neo-otyugh prefers to live in dark and filthy places, such as sewers, dungeons, or garbage dumps. It often claims a large territory as its own, marking it with its scent and defending it from intruders. A neo-otyugh may tolerate other scavengers or vermin in its domain, as long as they do not compete with it for food or space. A neo-otyugh may also form a symbiotic relationship with other creatures that provide it with food or protection, such as goblins, orcs, or cultists. A neo-otyugh may even serve as a guardian or pet for a powerful master, such as a wizard or a dragon. A neo-otyugh is a distinct species of gulguthra, but it can fertilize the eggmass of otyughs, producing otyugh offspring. When fertilizing the eggmass of neo-otyughs, the offspring will grow up to be neo-otyughs.
ECOLOGY
A neo-otyugh plays an important role in the ecology of the underground world, as it consumes organic waste and carrion that would otherwise rot and spread disease. A neo-otyugh also helps control the population of rodents and other pests that infest its habitat. However, a neo-otyugh also poses a threat to any living creature that crosses its path, as it will not hesitate to attack and devour them. A neo-otyugh is omnivorous, but it prefers meat over plants. A neo-otyugh can eat almost anything organic, but it especially likes brains, as they increase its intelligence and telepathic power. A neo-otyugh may also collect shiny or interesting objects that it finds in its lair, such as coins, gems, or magic items.