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This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.

Otyugh CR 4

XP 1,200
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9


AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease


Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)


Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common


Disease (Ex)

Filth fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Otyughs sometimes dwell in environments with dangerous hazards and strange food sources. As a result, some exhibit odd mutations and other physical deformities.

Corpsefeaster: Some otyughs develop a particular taste for the flesh of dead creatures, preferring it above all other sources of food. Corpsefeaster otyughs possess a particularly heinous ability that allows them to vomit forth a shower of rotting meat and bones in a 20-foot cone. Anyone caught in this cone must make a DC 14 Fortitude save or be nauseated for 1d4 rounds. Creatures caught in this cone must also make a save against the corpsefeaster’s disease, as if it had bitten them. Corpsefeaster otyughs lose the constrict ability.

Mutant: An otyugh might be born with an extra tentacle (adding one tentacle attack), another leg (increasing speed by 10 feet), or webbed feet and gills (granting a swim speed of 30 and the amphibious subtype).

Oozing: Otyughs that dwell in caustic environments, or those that dine on alchemical refuse, may develop the ability to secrete an acidic toxin through their hide.

Plaguebearer: Considering where they live, otyughs make for natural disease carriers. Otyughs are immune to filth fever, the most common ailment for those visiting the sewers or swamps, and every otyugh is a carrier of the disease. Sometimes, however, an otyugh can become infected with so many ailments that it becomes a plaguebearer otyugh. These disgusting creatures are covered in lesions, boils, and rashes, and anyone in combat with them risks contracting a truly terrible sickness. Among their own kind, plaguebearers are regarded as prophets, and make proclamations (of dubious wisdom or veracity) to others of their kind, who accept these statements as truth. While other otyughs are smart enough to keep their distance,they often help to feed their stricken cousins and use them to punish those who intrude upon their domain.

Plaguebearer otyughs are in constant pain, leading many to believe they are in a sort of rage. Because they lack the proper appendages to sooth their wounds, these wretched creatures spend most of their time mindlessly bashing at anything that moves, desperate to distract themselves from the pain.

All variants from Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan.