THE SHARED REFERENCE Adventurer

Monster

Neo-Otyugh

Outside your table’s allowed sources

Official reference · IMR · 2014

Creature type
Aberration
Size
Huge
Armor class
16 (natural armor)
Hit points
150 (12d12 + 72)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Neutral
Strength
20
Dexterity
11
Constitution
22
Intelligence
12
Wisdom
13
Charisma
6
Passive Perception
11
Saving Throws
con: +9
Senses
darkvision 120 ft.
Languages
Otyugh
Condition Immunities
poisoned

Traits

Limited Telepathy

The otyugh can magically transmit simple 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 neo-otyugh makes three attacks: one with its bite and two with its tentacles.

Bite

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 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.

Tentacle

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam

The neo-otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Constitution saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Innate Spellcasting (Psionics)

The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day each: command, hold person

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