Skip to main content

Otyugh

Large Aberration, neutral

CR 5

1,800 XP

AC: 14 (natural armor)
HP: 114 (12d10+48)
Speed: walk 30 ft.
Senses: darkvision 120 ft., passive Perception 11
Languages: Otyugh
STR
16
+3
DEX
11
+0
CON
19
+4
INT
6
-2
WIS
13
+1
CHA
6
-2

Special Abilities

Limited Telepathy

The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack

The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 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: +6 to hit, reach 10 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 otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Quick Reference

Challenge: CR 5
Type: Aberration
Size: Large
Alignment: neutral
Best for party of 4 at level 5-7

Running This Encounter

The Otyugh begins combat from its lair, using its reach to attack with its bite and tentacles while remaining partially submerged or hidden if possible. It uses its grapple ability aggressively to restrain prey and pull them into melee range, making it a frontline threat. If reduced to half health, it may attempt to retreat to deeper water or underground passages, though it will fight fiercely to defend its lair. Use its blindsight to prevent the party from gaining tactical advantages through darkness or invisibility.

Combat Tactics

The Otyugh prioritizes grappling one target with its tentacle while attacking with its bite, concentrating damage on isolated party members. It uses the reach advantage of its tentacles (15 feet) to attack from a defensible position and attempts to drag grappled targets closer each turn.

Environment & Setting

Otyughs are best encountered in sewers, underground caverns, or fetid swamps where they can use water, muck, or tight spaces to their advantage. Cramped dungeon corridors with multiple pools or channels allow the creature to hide and ambush effectively.

Related Monsters