Monday, March 6, 2017

The Subterrene World of Gugs

The gugs are another classic Lovecraftian monster brought to the dungeons by Paizo. First appearing in The Dream-Quest of Unknown Kadath, they have a memorably horrific appearance. As seen to the right, I have one gug figure from a Pathfinder Battles set—and I only just realized how much this nasty resembles the Demogorgon from Stranger Things. I’ll be getting an "Eldritch Horror Gug" as part of the Reaper Bones III set as well as a third model though the Sandy Petersen's Cthulhu Mythos for Pathfinder Kickstarter. These monsters are right at home in the depths of the earth, and should be spread as widely as possible.

The 3.5e version below is adapted from Paizo’s Skeletons of Scarwall adventure (2008), with a couple of mechanical tweaks inspired by the Pathfinder Bestiary 2. The 5e version is directly converted from the 3.5e version, but there is a very nice, higher-challenge rendition in Kobold Press’ Tome of Beasts for 5th Edition.

The following text is Open Game Content:

Gug

This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands. The creature is 16 feet tall and heavy, but moves with an unnatural gait as though its limbs contained far too many joints.

Lurkers in the Deep. Gugs dwell in the deep places of the world, where they lie in wait for prey to stumble too close.

Relentless Hunters. They savor hunting prey and gugs that catch the scent of blood may give chase for days, even venturing beyond their dismal caves.

Fearsome in Numbers. Gugs are savage fighters when driven by a strong leader, but on their own may flee if wounded.

0e

Gug CL 15 (2,900 XP)

Gugs are adept climbers, able to scale walls at a movement rate of 9. They can move through a passage as narrow as 5 feet wide without penalty.

A gug that hits an opponent with 2 or more claws in one round will rend the flesh for an additional 2d6 damage.

HD 13; AC 3 [16]; Atk 1 bite (2d6), 4 claws (1d6); Save 3; Move 15; Al C; Special Immune to disease and poison, rend.

3.5e

Gug CR 10

Usually CE Large aberration

Init +1; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Undercommon

Defense

AC 24, touch 10, flat-footed 23
(+1 Dex, +14 natural, -1 size)

hp 157 (15d8+90 HD)

Fort +11, Ref +6, Will +12

Immune disease, poison

Offense

Spd 40 ft., climb 20 ft.

Melee 4 claws +19 (1d6+9), bite +14 (2d6+4)

Space 10 ft.; Reach 15 ft.

Special Attacks rend 2d6+18

Tactics

During Combat In battle, gugs prefer to use multiple claw attacks on individual targets in hopes of hitting and enabling multiple rend attacks.

Morale Gugs are fearless in combat when in the presence of other—especially more powerful—gugs, but when left to their own devices usually flee if reduced to half their hit points. In these situations they are also prone to dragging fallen opponents away from combat in order to feed.

Statistics

Str 28, Dex 12, Con 22, Int 11, Wis 16, Cha 11

Base Atk +11; Grp +24

Feats Alertness, Awesome Blow, Blind-Fight, Improved Bull Rush, Power Attack, Track

Skills Climb +17, Escape Artist +5, Hide +3, Knowledge (dungeoneering) +6, Listen +9, Move Silently +7, Spot +9, Survival +7

SQ tunnel mobility

Ecology

Environment any underground

Organization solitary, pair, or camp (3–10)

Treasure standard

Advancement 16–20 (Large); 21–38 (Huge); 39–45 (Gargantuan)

Level Adjustment +5

Special Abilities

Rend (Ex) A gug that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+18 points of damage.

Tunnel Mobility (Ex) Strangely flexible, gugs are capable of moving through spaces only half as wide as their normal space without squeezing penalties. They must still make Escape Artist checks to squeeze through spaces smaller than half their size.

Skills A gug has a +4 racial bonus on Escape Artist checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

5e

Gug
Large aberration, chaotic evil
Armor Class 16 (natural)
Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 20 ft.
StrDexConIntWisCha
23 (+6)14 (+2)21 (+5)11 (+0)16 (+3)11 (+0)
Damage Immunities disease, poison
Condition Immunities poisoned
Skills Perception +7, Survival +7
Senses darkvision 60 ft.; passive Perception 17
Languages Undercommon
Challenge 9 (5,000 XP)
Tunnel Mobility. The gug can move through a space as narrow as 5 feet wide without squeezing.
Actions
Multiattack. The gug makes 4 claw attacks and 1 bite attack.
Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d8+6) slashing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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