Monster
Gug
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Aberration
- Size
- Huge
- Armor class
- 16
- Hit points
- 250 (20d12 + 120)
- Speed
- Walk 40 ft.
- Challenge rating
- 12
- Alignment
- Chaotic Evil
- Strength
- 22
- Dexterity
- 15
- Constitution
- 23
- Intelligence
- 7
- Wisdom
- 16
- Charisma
- 11
- Passive Perception
- 17
- Initiative
- +6
- Saving Throws
- str: +10; con: +10
- Skills
- perception: +7; stealth: +10
- Senses
- Darkvision 120 ft.
- Languages
- understands Deep Speech but can't speak
Traits
Pack Tactics
The gug has Advantage on an attack roll against a creature if at least one of the gug's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Multiattack
The gug makes two Claw attacks and uses Chew.
Claw
Melee Attack: +10, reach 10 ft. Hit: 22 (3d10 + 6) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Chew
Dexterity Saving Throw: DC 18, up to two Medium or smaller creatures Grappled by the gug. Failure: The gug places the target in its mouth and chews. A chewed creature is no longer Grappled but has the Restrained condition. While Restrained in this way, a target has Half Cover against attacks and other effects not originating from the gug and takes 10 (3d6) Piercing damage at the start of each of the gug's turns. A gug can have a maximum of four creatures in its mouth at a time.
A creature in the gug's mouth can take an action to make a DC 16 Strength (Athletics) check. On a successful check, the target is no longer Restrained and moves to an unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.