b'Otyugh \n'b' This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. \n'b'  Large   aberration ,  neutral  \n'b'  Armor Class  14 (natural armor)  Hit Points  114 (12d10 + 48)\n'b' STATS STR: 16 (+3) DEX:  11 (+0)  CON:  19 (+4)  INT:  6 (-2)  WIS:  13 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Speed  30 ft. \n'b'  Saving Throws   Con  +7  Senses   darkvision  120 ft., passive Perception 11  Languages  Otyugh  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   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\xe2\x80\x99t allow the receiving creature to telepathically respond. \n'b'  Actions \n'b'   Multiattack : The otyugh makes three attacks: one with its bite and two with its tentacles. \n'b'  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\xe2\x80\x99s hit point maximum lasts until the disease is cured. \n'b'  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. \n'b'  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\xe2\x80\x99s next turn. On a successful save, the target takes half the bludgeoning damage and isn\xe2\x80\x99t  stunned . \n'b'  About \n'b' 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\xe2\x80\x99s 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. \n'b' 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. \n'b' 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\xe2\x80\x99s 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.'