| MOD | SAVE | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 11 | +0 | +0 |
| CON | 19 | +4 | +4 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 13 | +1 | +1 |
| CHA | 6 | -2 | -2 |
Saving Throws Con +7
Damage Resistances acid, poison
Condition Immunities flanked (see Adjustable Appendages), poisoned
Senses darkvision 60 ft. (see Adjustable Appendages), passive Perception 11
Languages Otyugh
Traits
Adjustable Appendages. The otyugh has seven adjustable appendages, which they can convert into other appendages using their Transform bonus action. In their natural state, the otyugh has one eyestalk, three legs, and three tentacles. These appendages grant the following benefits:
Eyestalks. The otyugh’s first eyestalk gives them darkvision out to a range of 60 feet and immunity to the flanked condition, and each additional eyestalk increases their darkvision’s range by 60 feet. If the otyugh has no eyestalks, they are blinded and lose immunity to the flanked condition.
Legs. Each leg gives the otyugh a cumulative walking speed of 15 feet.
Tentacles. The otyugh’s number of tentacles determine how many attacks they can make with Multiattack and how many creatures they can grapple with Tentacle Slam.
Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of them that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.
Rot Leech. At the start of each of the otyugh’s turns, each creature grappled by the otyugh has their hit point maximum reduced by 5 (1d10) for 1 hour. The otyugh regains the same number of hit points. This effect can’t reduce a creature’s hit point maximum below their current hit points.
Trash Traversal. The otyugh ignores difficult terrain. They also have advantage on Dexterity (Stealth) checks made to hide in piles of refuse.
Vile Stench. A creature who starts their turn within 10 feet of the otyugh must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn.
Actions
Multiattack. The otyugh makes one Tentacle Slam attack for each tentacle they currently have (see Adjustable Appendages).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be diseased with otyuck. A creature with otyuck can’t take the Dash action and their speed is halved.
Tentacle Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is Medium or smaller, they are grappled (escape DC 13) and restrained until the grapple ends. The otyugh can grapple one target for each tentacle they currently have.
Bonus Actions
Transform. The otyugh converts one of their Adjustable Appendages into an eyestalk, leg, or tentacle.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 18 | +4 | +4 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | -2 | -2 |
Senses darkvision 60 ft., passive Perception 11
Languages Otyugh
Traits
Minion. If the dregsbelcher takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the dregsbelcher takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Trash Traversal. The dregsbelcher ignores difficult terrain. They also have advantage on Dexterity (Stealth) checks made to hide in piles of refuse.
Whetted Appetites. While within 60 feet of the dregsbelcher, each friendly non-minion otyugh gains a +1 bonus to attack rolls. This bonus increases by 1 (to a maximum of +5) for each dregsbelcher in range of that creature.
Actions
Regurgitate (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 2 bludgeoning damage plus 2 acid damage.
Notes
- Make a single attack roll for the group attack. It counts as one attack.
- A group attack roll gains a +1 bonus to the attack roll for each minion who joins the attack. (For example, if four goblin minions make a group attack together, the attack roll has a +4 bonus.)
- If the group attack hits, multiply the damage by the number of minions who joined that group attack.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +3 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 9 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages Umber Hulk
Traits
Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Notes
When you make an attack roll against a target you can’t see, you have Disadvantage on the roll. This is true whether you’re guessing the target’s location or targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you miss.
When a creature can’t see you, you have Advantage on attack rolls against it.