Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 80 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Blood Frenzy. This rare new breed of otyugh has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Amphibious. The arctic otyugh can breathe air and water.
Keen Smell. The arctic otyugh has advantage on Wisdom (Perception) checks that rely on smell.
Trampling Charge. If the arctic otyugh moves at least 10 feet straight toward a creature and then hits it with a tentacle slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked stunned . If the target is Stunned , the arctic otyugh can make one stomp attack against it as a bonus action.
Multiattack. The otyugh makes four attacks: one with its bite and two with its tentacles and one final stomp attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus taking 10 (3d6) poison damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the arctic otyugh . A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the arctic otyugh, and it takes 21 (6d6) acid damage at the start of each of the arctic otyugh's turns.
If the arctic otyugh takes 30 damage or more on a single turn from a creature inside it, the arctic otyugh must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the arctic otyugh . If the arctic otyugh dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) 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 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the arctic otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one stunned creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Description
Suddenly your party hears the loud roaring cracking of ice coming from the frozen lake behind you and emerging from the ice and water is a huge nightmarish aberrant mass of white fur, tentacles and a massive jagged razor sharp fanged maw. To your party’s horror, you all realise that the beast rising up from the depths of the lakes in front of your eyes is a arctic Otyugh, a foul ungodly beast created by the Aboleths to guard their underwater city colonies that were unfortunately based near surface world civilisations. This massive blight to any sane mortal’s sights combines the basic traits of a common Otyugh with the ferocity and bloodlust of a polar bear and giant shark as well as with the cold resistance and mass of a mammoth.
Previous Versions
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8/23/2020 4:06:10 PM
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6/3/2021 7:31:30 AM
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