Huge monstrosity (mythos), chaotic evil

Armor Class 17 (natural armor)
Hit Points 173 (17d12 + 68)
Speed 40 ft., climb 20 ft.

21 (+5) 12 (+1) 18 (+4) 11 (+0) 15 (+2) 11 (+0)

Saving Throws Wis +5
Skills Perception +8, Survival +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., blindsight 30 ft.; passive Perception 18
Languages Deep Speech
Challenge 8 (3,900 XP)

Special Traits

  • Slither. When crawling, a gug does not have to spend extra movement to move through difficult terrain. They can squeeze through a space that is large enough for a Medium creature.


  • Multiattack. The gug makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 9 (1d8+5) piercing damage.
  • Claws. Melee Weapon Attack: +8 to hit, reach 15 ft., one target, Hit: 19 (4d6+5) slashing damage.


Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds.

Flexible. Gugs are huge, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages.

Cave Ambushers. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices.

Hunter-Scavengers. Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh – particularly that of ghouls.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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