5e:Neo-Otyugh: Difference between revisions

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Latest revision as of 13:09, 14 February 2024

Unofficial conversion of a 1e monster.

D&D 5e Conversion Varied  ʰ 
See sections for licenses

Neo-Otyugh [SRD5 OGL/CC-BY] [1]
Large Aberration  (Otyughs), Neutral
Armor Class: 18 (natural armor)
Hit Points: 114 (20d10+48)
Speed: 30 ft.
Str Dex Con Int Wis Cha
20 (+5) 11 (+0) 25 (+7) 12 (+1) 14 (+2) 8 (-1)
Saving Throws: Con +7
Skills: Perception +10
Senses: darkvision 120 ft., passive perception 20
Languages: Otyugh, understands Common, but can't speak it.
Habitat: Underdark, Underground, Urban
Challenge: 9 (5,000 xp)Proficiency Bonus (PB): +4

Features

Telepathy. The otyugh can magically transmit messages and images to any creature within 120 feet 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: +9 to hit (with advantage if the target is grappled), reach 5 ft., one target. Hit: 15 (2d10+5) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw against disease. On a failure the target contracts Neo-Otyugh disease and one other random disease (see List of Diseases) and is poisoned until the diseases are cured. Each type of disease must be cured separately.

Neo-Otyugh Disease: Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 8 (2d8) on a failure. On a success, the diseased creature's hit point maximum is not reduced, and it will have advantage on the next day's save against neo-otyugh disease. This disease remains until cured by magical means (such as a lesser restoration spell or a Paladin's Lay on Hands ability. The reduction to hit point maximum remains until restored by magic such as greater restoration. 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: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8+5) bludgeoning damage plus 5 (1d10) piercing damage. If the target is Large or smaller it is grappled (escape DC 17) 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 18 Constitution saving throw or take 17 (3d6+5) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half [2] the bludgeoning damage and isn’t stunned.

An neo-othyugh is a larger, tougher, and smarter variety of an otyugh. Neo-Othyughs carry a particularly potent mix of diseases, of which, they are more than willing to share with any creature that comes within reach.

Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.
  2. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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Monster data +

Neo-Otyugh (Sort Text: Otyugh Neo 5e, Size: Large, Type: Aberration, Subtypes: Otyugh, Alignment: Neutral, HP: 114, CR: 9, Features: Telepathy Multiattack Bite Tentacle Tentacle Slam, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: No, Sources: Varied)

Varied Contrigubtions +

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