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Gug Savant

Huge monstrosity (mythos), chaotic evil

Armor Class 17 (masterwork scale mail)
Hit Points 340 (20d12 + 100)
Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 19
Languages Undercommon
Challenge 13 (10,000 XP)

Special Traits

  • Innate Spellcasting. The gug savant�s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
    • At will: invisibility, levitate
    • 3/day each: spike stones (as entangle, but, in addition, any restrained target also takes 1d8 piercing damage)
  • Dread Toll. When the gug savant is reduced to 0 hit points, the sound of an ominous gong tolls as the gug savant splits in half and bursts in a torrent of gore. All creatures within 10 feet take 21 (6d6) necrotic damage and 21 (6d6) psychic damage, and all creatures in this area are affected by the gug savant�s entangling evisceration.
  • Earth Glide (1/Day). For 1 minute each day, the gug savant can burrow through nonmagical, unworked earth and stone. While doing so, the gug savant doesn�t disturb the material it moves through.
  • Magic Weapons. A gug savant�s weapon attacks are magical.
  • Slither. When crawling, a gug savant 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.
  • Warp Spell (2/Day). A gug savant�s deep connection with the Dreamlands allows it to subtly twist the fabric of reality and form a buffer against magical attacks. If the gug savant fails a saving throw, it can choose to succeed instead. Additionally, when a gug savant uses this ability it may use a legendary action to reflect the spell back on the caster.

Actions

  • Multiattack. The gug savant makes two eviscerating claws attacks.
  • Eviscerating Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. If this attack hits the same target it also takes an additional 10 necrotic damage.
  • Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
  • Unholy Blight (Recharge 5�6). The gug savant hurls a magical negative energy bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Good aligned creatures have disadvantage on the Dexterity saving throw.

Reactions

  • Entangling Evisceration. When a gug savant does necrotic damage to a living creature, the target is restrained as intestines and other internal organs spill out and dangle about the victim�s legs and feet. The restrained condition lasts for one minute or until the victim receives any amount of magical healing (whichever comes first). Additionally, each round the victim remains restrained the victim must succeed on a DC 17 Constitution save or take another 10 points of necrotic damage.

Legendary Actions

The gug savant can take 1 legendary action to make a rock or eviscerating claw attack, and only at the end of another creature�s turn. The gug savant regains the use of this legendary action at the start of its turn.

About

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.