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 AberrationAlignment: 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):
- 1/day- Invisibility, Spike Stones (DC 18), Transmute Rock to Mud (DC 19), Unholy Blight(DC 18)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
25 (+7) | 12 (+1) | 18 (+4) | 11 (+0) | 16 (+3) | 18 (+4) |
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
- Racial Modifiers: +8 Climb, +4 Escape Artist
Special Qualities: Compression
Special Abilities
NONEEcology
Environment: Any UndergroundOrganization: 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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