Kryx RPGThemesCreatures
Otyugh

Otyugh

Large aberration
Challenge
5

STR
3
DEX
0
CON
4
INT
−2
WIS
1
CHA
−2

114
12d10+48
16
Soak
1
Fort
+7
Ref
+2
Will
−1
Defense note natural armor

Speed 5 m.
Skills Insight +1 (12), Perception +1 (12)
Senses darkvision 20 m.
Languages Otyugh

Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 20 meters of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.

Maneuvers. The otyugh uses maneuvers (maneuver save Difficulty 14). It has 14 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacle only)

1 stamina die: ambush, disorient, fearsome beast, fling, fountain of blood, hammer through, knockback, spring attack, sturdy stance

Actions (3)

Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a Difficulty 15 Fortitude saving throw against disease or become diseased. Every 24 hours that elapse, the target must repeat the saving throw, reducing its maximum health by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its maximum health to 0. This reduction to the target’s maximum health lasts until the disease is cured.

Tentacle (2/turn). Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the otyugh uses the grapple maneuver, the target is restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam (1/turn). The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a Difficulty 14 Fortitude 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, it takes half the damage and isn’t stunned.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.