Gug Savant

This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands. The blessings of its evil god have made this specimen more twisted than its lesser bretheren.
 

Gug Savant (CR 11)

Large Aberration
Alignment: Chaotic Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +27
  Speed: 40 feet, Climb 20 feet
Space: 10 feet
 

Defense

Armor Class: 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, -1 size)
Hit Points: 127 (15d8+60)
Saving Throws: Fort +9, Ref +6, Will +12
Immunity: disease, poison
 

Offense

Melee: bite +17 (1d8+7), 4 claws +17 (1d6+7)
Reach: 15 feet
  Special Attacks: Rend (2 claws, 1d6+10)
  Spell-Like Abilities (CL 10th; Concentration +14):

Statistics

StrDexConIntWisCha
25 (+7) 12 (+1) 18 (+4) 11 (+0) 16 (+3) 18 (+4)
Base Attack Bonus: +11
CMB +19
CMD 30
  Feats: Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Powerful Maneuvers, Lunge, Skill Focus (Perception)
  Skills: Climb +15, Escape Artist +13, Knowledge (dungeoneering) +13, Perception +27, Stealth +15, Survival +21 Languages: Undercommon
  Special Qualities: Compression

 

Special Abilities

NONE
 

Ecology

Environment: Any Underground
Organization: solitary, pair, or camp (1 plus 3-10 gugs)
Treasure: standard

  Some bloodthirsty gugs gain awful powers as gifts from their alien patrons.
  These monsters are known as savants. Some become actual clerics or oracles of their mad gods-strange powers of darkness, insanity, and blood.

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