Free interactive D&D 5e SRD stat block

Otyugh

Large Aberration, CR 5, AC 14, 104 HP. Neutral.

Large Aberration, Neutral

AC
14
Initiative
+0 (10)
HP
104 (11d10+44)
Speed
30 ft.
ScoreModSave
STR 16 +3 +3
DEX 11 +0 +0
CON 19 +4 +7
INT 6 -2 -2
WIS 13 +1 +1
CHA 6 -2 -2
Senses
Darkvision 120 ft.; Passive Perception 11
Languages
Otyugh, telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)
CR
5 (XP 1,800; PB +3)

Actions

Multiattack. The otyugh makes one Bite attack and two Tentacle attacks.

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8+3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends.

Tentacle. Melee Attack Roll: +6, reach 10 ft. Hit: 12 (2d8+3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles.

Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the otyugh. Failure: 16 (3d8+3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only.

How to run Otyugh

An otyugh is a sewer-bottom omnivore that hunts by squatting in waste and waiting for something to step within reach. The encounter does not move toward the party; the party walks into it. Set the scene as a flooded chamber, a midden pit, or a flooded crypt with bone meal floating on top, and have the otyugh's tentacles come up out of the muck on the second round of careful movement. Telepathy 120 ft. (one-way, no reply) means the first thing the party hears is a polite voice in their heads saying "feed me, please."

The opening priority is grapples, not damage. Multiattack is one Bite at +6 (12 piercing) and two Tentacle attacks at +6 (12 piercing each, escape DC 13 grapple from one of two tentacles). Aim the tentacles at two different PCs, ideally a melee target and a ranged one. Each tentacle has 10 ft. reach, so the otyugh can grapple two creatures at once at distance and pull the back-row caster into bite range next round. The Bite poisons the target, and a Poisoned target who fails a DC 15 Con save at the next long rest loses 5 from their HP maximum until the Poisoned condition ends. That is the otyugh's signature: the sewer infection that follows the party home.

Tentacle Slam is the round-three play. Once two PCs are grappled, drop the Multiattack and use Tentacle Slam: DC 14 Con save for each grappled creature, 16 average bludgeoning on a fail and Stunned until the start of the otyugh's next turn. Stunned means they auto-fail Strength and Dex saves, drop concentration on anything they were holding, and cannot escape the grapple. Two stunned PCs in a pit with the otyugh is a near-TPK setup for a level 5 party. Use it once and only when both grapples are still live.

Otyughs are smart enough to bargain (Int 6, but they speak Otyugh and project simple thoughts). At Bloodied (52 HP or less), the otyugh stops attacking and broadcasts an offer: leave it the corpse of one party member, or one of the dead enemies the party already killed, and it lets them go. Make the party choose. Otyughs do not chase.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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