Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Large aberration, neutral

Armor Class 14 (natural armor )

Hit Points 114 (12d10+60)

Speed 30 ft.

16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

Saving Throws Constitution +7

Senses darkvision 120 ft., passive Perception 10

Languages Otyugh

Challenge 5 (1800 XP)

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


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.

Source: Pathfinder Roleplaying Game Bestiary.

Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair’s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.

Intelligent creatures dwelling in subterranean areas near an otyugh often form a partnership of convenience with the disgusting beast. These creatures gladly provide their refuse and piles of raw meat to the otyugh, transforming the creature into an effective form of trash disposal. In return, the otyugh leaves its benefactors alone, and does not attack them, possibly even acting as a guardian.

The most horrifying thing to most races about the notorious otyugh is not the nature of its diet or its choice of lairs, but rather that a creature with an otyugh’s tastes can be anything other than a mindless scavenger. In fact, otyughs are surprisingly intelligent, and often quite eager to form alliances with those who offer them a steady supply of delicious diversions in the form of offal and waste. Most otyughs understand the fact that other creatures find them unpleasant and hideous, but few really care.

Source: Pathfinder Chronicles: Dungeon Denizens Revisited

Otyughs place a great amount of value in objects that most other creatures would find worthless. When a group of adventurers explores an otyugh’s lair, use the following chart to randomly determine a few objects that can be found on display.

d20 Object
1 Broken weapon
2 Bent shield
3 Rotting barrel
4 Basket full of fish heads
5 Sack of rotten apples
6 Half-used candle
7 Human skull
8 Severed arm/leg
9 Decaying corpse
10 Tarnished silver plate (5 gp)
11 Bent golden spoon (2 gp)
12 Half-empty wine bottle
13 Soiled tapestry
14 Rotting meat
15 Collection of broken glass shards
16 Cracked stone lid of a sarcophagus
17 Length of chain
18 Used torches
19 Rusted kettle with a hole in it
20 Soiled minor magic item

Otyughs can communicate through scent, although the messages are very rudimentary. The following guide shows some common messages, and what they smell like.

Scent Message
Rotting fish Danger is near
Smoke Come quickly
Flowers Stay away
Sour apples I am hungry, got food?
Rancid meat No food here
Wet fungus Delicious food here
Rotten potatoes Bad food here
Ammonia Time for a moot
Overripe fruit Looking for a mate
Vinegar Intruders
Onion I am lost
Old wine I am injured and need help