This post includes a lot of great monsters, which I have used many
times, although most of them are already converted in the core rulebook or the Cyclopedia
of Common Animals. Perhaps, then, this is a reminder to make use of
them.
Of the monsters actually converted in this post, I have used them
all, although I have only used ogre magi when they appeared in published
modules. My description of ochre jellies describes my usual experience – they
add flavor, but are easily avoided. The fact that I had already converted the
otyugh is a testament to how disgustingly cool a creature they are. I have not
used them often, but when they show up it is generally to good effect.
Ochre jellies are amoeboid monsters which move slowly around
subterranean passages, dissolving and consuming what tissues they can. Although
they are tougher than most primeval slimes, having two Hit Dice although only
about 5’ in diameter, they are not a great danger to most living creatures.
Ochre jellies are not especially difficult to spot, and most creatures can move
faster than they can. Often, they are only dangerous if adventurers accidently
flee into one, or if they are trapped in a dead-end passage as an ochre jelly
approaches.
Ochre jellies have the unusual property of dividing into two equal
jellies, each with all the hit points and abilities of the original, if struck
by an electrical attack. This does no damage to the jelly.
Giant Octopus: See the Cyclopedia
of Common Animals.
Ogre: See the core rulebook, page 422.
These creatures hail from the eastern lands. More intelligent by
far that the common ogre, and related to the oni of the east, these being
travel about in small groups, seeking to spread their influence by commanding
lesser creatures to do their will. Ogre magi seek slaves wherever they go.
Although most (80%) have a long horn growing from the center of their
foreheads, this is not used for combat. Of the remaining 20%, half have two
horn and half no horns at all.
Orc: See the core rulebook, page 423.
Giant Otter: See the Cyclopedia
of Common Animals.
Evolved Otyugh: Init +3; Atk tentacle blow +5 melee
(1d6+1) or tentacle entangle +2 melee (1d3 plus entangle) or bite +3 melee (1d8
plus disease); AC 15; HD 6d8+12; MV 30’; Act 2d20; SP surprise, entwine,
constrict, draw closer, disease, ½ damage from bludgeoning weapons, immune to
disease and poisons, infravision 120’; SV Fort +9, Ref +5, Will +8; AL C.
Deep beneath the city, where the offal from the sewers collects in
deep pits, dwell the dreaded otyughs. These creatures have three stumpy legs
and three tentacles protruding from an oozing mass of diseased flesh. Two of
the tentacles are long, ending in spiked paddles that can strike or entwine
other creatures. The third tentacle has been modified to support two eyes,
allowing the otyugh to see while submerged in the odious contents of its lair.
Its central body has a huge mouth with sharp fangs capable of delivering deadly
bites. Even if the victim should survive, they may succumb to disease
thereafter.
A concealed otyugh automatically gains surprise unless looked for, and even then it gains surprise on a 5 in 7 chance.
When it makes a tentacle attack, it can reach up to 15’ away. The
otyugh must determine if it wishes to attempt a blow or to entwine prey – a
blow does more damage, but entwined prey takes 1d4 constriction damage each
round and can be drawn 5’ closer. A DC 10 Strength check prevents the otyugh
from drawing its prey nearer during any given round; if the check result is 15+,
the victim escapes. This check is not free; it requires using an action die.
Anyone bit by the otyugh’s filthy maw must make a DC 15 Fort save
or suffer 1d3 points of Stamina damage. Thereafter, even if the initial save
succeeded, the victim must make an additional DC 10 Fort save each minute or
suffer an additional 1 point of Stamina damage. This condition lasts until
magically healed, three consecutive saves are successful (including the initial
save), or the victim is dead.
Otyughs do not eat freshly killed prey. Instead, they allow bodies
to rot for 3d3 weeks before they are fit for consumption. Because of their
rubbery hide, they take only half damage from bludgeoning weapons. Their bodies
are about 8’ in diameter.
There are persistent rumors of evolved, or neo-otyughs, smaller
but smarter than their more common kin. It is possible to speak to, and bargain
with, these beings. They often know much about the area they live in – be it a
sewer system or a dungeon – and want nothing more than new and interesting
carrion and fasces in return.
Don’t ask. The life of an otyugh, evolved or otherwise, is not
something most humanoids would wish for.
From this post.
Owlbear: See the core rulebook, page 423.

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