2017-04-30

Monster: Minityugh

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Minityugh

This creature is a small orb on three stumpy legs with six tentacles. Four of its tentacles end with barbs, while the two are topped with eyes.


CR 2; XP 600

N Tiny Aberration
Init +1; Senses darkvision 60 ft., scent; Perception +5

Defense

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +4
Immune disease

Offense
Speed 15 ft.
Melee bite +5 (1d3+1 plus disease), 4 tentacles +4 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tentacles)

Statistics
Str 12, Dex 12, Con 14, Int 5, Wis 13, Cha 7
Base Atk +2; CMB +1; CMD 12 (14 vs. trip)
Feats Multiattack, Weapon Focus (tentacle)
Skills Perception +5, Stealth +13 (+21 in refuse or sewers), Swim +5; Racial Modifiers +8 Stealth in refuse or sewers
Language understand Common

Ecology
Environment any underground
Organization solitary, pair, or cluster (3–12)
Treasure standard

Special Abilities


Disease (Ex) Stink fever: Bite—injury; save Fortitude DC 13; onset 1d3 hours; frequency 1/day; effect sickened, stinking sweat giving an additional –2 penalty to Charisma-based ability and skill checks made to interact with creatures that have sense of smell; cure 3 consecutive saves. The save DC is Constitution-based.


Minityughs are miniature cousins to the more common and more infamous otyughs. They are usually more friendly and more curious than their bigger kind, though no less repugnant. Because of their smaller size, they are perceived to be less of a threat to other races and thus are easier to tolerate... Until you find one of those rummaging in your trash or the cesspit of your house...

A particularly unkempt or anosmic spellcaster with 5 or more caster levels and Improved Familiar feat can select minityugh to as a familiar. The primary advantage of having a minityugh familiar, is its willingness to scrounge through garbage, refuse, and sewers with glee.


Variants:

Microtyugh swarm (CR 7) is a swarm composed of diminutive minityughs with AC 17 and 104 hit points (16d8+32), Fort +7, Ref +6, and Will +11. Its swarm attack inflict 4d6 points of damage, and exposes the injured creatures to disease (save DC 20). Its distraction has a save DC of 20 as well. As a swarm of diminutive creatures, it's immune to weapon damage but suffers one-and-half damage from area effects.

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