My Dad’s Monster Manual – Otyugh

My latest DMs Guild product, The Iron Titan, is now available!

The work on My Dad’s Monster Manual continues. You can check out all the previews on this blog here. There are also a few on my Patreon!

Today I wanted to show off my father’s version of the otyugh, which he calls the skunkline! Let’s meet the friendly fey.

Skunkline (Otyugh)

It has the ability to create aromas.

Lucian J. Introcaso

The forest-dwelling skunkline is a happy, bulbous creature with three legs. Its eyes and nose are set in a stalk that emerges from the top of its body, and it has two tentacles that end in spikes. Adult skunklines stand about three feet tall with tentacles twice as long.

Quest Lovers. Skunklines wander the forest, eating plants and looking for sapient creatures to converse with. They enjoy telling and learning stories of heroic deeds and saviors who defeat evil. The only thing a skunkline enjoys more than sharing an epic tale is becoming a character in one. When a skunkline meets adventurers, the fey creature begs to be a part of the next quest the heroes take on. After the quest is complete, the skunkline heads back to the forest to share the story with its friends.

Olfactory and Sound Illusionists. A skunkline has obvious formidable defenses in its teeth and tentacles, but less conspicuous are its innate magical talents. All skunklines can create illusionary sounds and smells, which they use to distract and overwhelm their foes.

Skunkline

Medium fey, neutral good


Armor Class 14 (natural armor)

Hit Points 55 (10d8 + 10)

Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 11 (+0) 13 (+1) 16 (+3)

Skills History +2, Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages Common, Sylvan

Challenge 3 (700 XP)


Sickening Aura. Any creature the skunkline chooses that can smell the skunkline and starts its turn within 10 feet of the skunkline must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the skunkline’s Sickening Aura for 1 hour.

Actions

Multiattack. The skunkline makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The skunkline has two tentacles, each of which can grapple one target.

Illusion of Sound and Smell. The skunkline picks a nonmagical object within 120 feet of it. The object emanates the illusion of a sound and of a smell that is experienced by creatures within 60 feet of it. The sound and smell seem real, though a creature that interacts with the object and succeeds on a DC 13 Intelligence (Investigation) check knows the smell and sound are illusory. The skunkline must concentrate on the illusion as if it were concentrating on a spell. If the skunkline moves more than 120 feet away from the object, the illusion immediately ends.

Coming Soon to DMs Guild

Great news! More than 80 stat blocks inspired by my dad’s version of D&D creatures should be hitting the DMs Guild sometime this Summer. In the meantime, keep checking back here for previews of My Dad’s Monster Manual!

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