KING
Otyugh

Otyugh

Aberration · no Crown (Mundane)

T2d6Minor

Filth-dwelling scavengers with tentacled maws, otyughs guard sewers and trash heaps, spreading disease while communicating telepathically with vermin.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart14--
Cunning12--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Filth Dweller

Immune to disease and has advantage on saves against poison. Speaks simple concepts to vermin within 120 ft.

Maneuvers

Maneuver

Grasping Tentacles

A creature within 10 ft makes a Body save or is grabbed and dragged toward the maw. It can Fling a grabbed creature 20 ft instead; the thrown creature takes 1 Vigor damage and lands prone.

Maneuver

Diseased Bite

Chews on a grabbed creature. The creature makes a Body save or takes 2 damage and contracts filth fever (disadvantage on Body saves until cured); on a success it takes 1 Vigor damage.

Tactics

GM tactics

Ambushes from refuse piles. Grapples multiple targets with tentacles, then uses Diseased Bite on the weakest. Flings threats away to deal with easier prey first.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.