Otyugh (CR 4)
Large Aberration
Alignment: Always neutral
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +6, and Spot +6
Languages: Common
AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 6d8+9 (36 hp)
Fort +3, Ref +2, Will +6
Speed: 20 ft.
Space: 10 ft./10 ft. (15 ft. with tentacle)
Base Attack +4; Grapple +8
Attack: Tentacle +4 melee
Full Attack: 2 tentacles +4 melee and bite -2 melee
Damage: Tentacle 1d6, bite 1d4
Special Attacks/Actions: Improved grab, constrict 1d6, disease
Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Special Qualities: -
Feats: Alertness; Toughness; Weapon Focus (tentacle)
Skills: Hide -1*, Listen +6, and Spot +6
Advancement: 7-8 HD (Large); 9-18 HD (Huge)
Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (2-4)
Treasure/Possessions: Standard
Source:
Monster Manual
Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.
Disease (Ex): Filth fever - bite, Fortitude save (DC 12) incubation period 1d3 days; damage 1d3 temporary Dexterity and temporary Constitution (see Disease).
Skills: An otyugh receives a +8 racial bonus to Hide checks when in its lair, due to its natural coloration.
An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs rake and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.