Pimping the Gulguthydra


Savage Tide Adventure Path

The Exchange RPG Superstar 2010 Top 32

Some of you may recall the Gulguthydra, either from Monsters of Faerun or from the sealed Scuttlecove Dungeon. I believe it is a 3.0 monster, and in need of some lovin' before I set one on the beach in my Torrents of Dread for 11th level characters.

I'm giving it a new special ability, based on the Rhagodessa. If it hits with a tentacle it pulls the victim to its faces and delivers 6 free bites. Ouch! I'm also giving it Large and In Charge, Improved Multigrab and Fling Enemy, and letting its stench Sicken opponents with more than 8HD.

For attacks it gets both tentacles, each with free Bite Frenzy. What would you say this does to the CR? I'm thinking 13 is reasonable...

And don't you just love it??? :-)

The Exchange RPG Superstar 2010 Top 32

No love for the Gulguthydra?


carborundum wrote:
No love for the Gulguthydra?

I used them as written but changed them so that there was no HD limit on the stench ability.

The Exchange RPG Superstar 2010 Top 32

That's even simpler. How nasty do you rate 6 free bites on a succesful grapple?


carborundum wrote:
That's even simpler. How nasty do you rate 6 free bites on a succesful grapple?

Without access to the stat block, I would be hesitant to assess a CR for you. Against a group with significant access to freedom of movement, however,the ability is far less significant an increase.

The Exchange RPG Superstar 2010 Top 32

Good point!

There's only one player who's been using freedom of movement at the minute so I could get some nasty chomps in! If I can get one nauseated and then charge him it could get brutal very quickly!

Let's see - here are the basics, mate:

Surprising Gulguthydra - 6-headed Huge Aberration CR: 13-ish

HD: 15d8+120 (187hp)
Initiative: +0
Senses: darkvision 60ft, low-light vision, Listen +6, Spot +7
Speed: 40ft, swim 30ft (surface only)
AC: 27 (+1 Dex, -2 size, +18 natural)
Attacks: 2 tentacles +20 (1d8+9) and 6 bites +18 (2d6+4)
Face/Reach: 15ft, 20ft (tentacle) 10ft (bite)
Special Attacks: Improved grab (tentacle), bite frenzy
Special qualities: Nauseating stench
Saves: Fort +14 Ref +6 Will +10
Abilities: Str 28, Dex 12, Con 26, Int 6, Wis 9, Cha 15
BAB/Grapple: +11/+28
Feats: Iron Will, Multiattack, Multigrab, Fling Enemy, Improved Natural Armor, Large and In Charge
Skills: Swim +12

Stench: Any being within 80ft of the beast must make a Fortitude save DC23 or be nauseated for 1d10 rounds.

Improved Grab (tentacle)/Bite Frenzy: To use this ability, the beast must hit a creature at least one size smaller than itself with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an AoO. If it wins the grapple check it establishes a hold, pulls the target into its area and may use make 6 Bite attacks as a free action. Yes, it can do this twice in a round and also with an AoO.

Multigrab: The beast can maintain a hold with only -10 on the grapple check. (lets the other tentacle can attack using the full attack bonus)

Imp. Natural Armor: Covered in a foot of slime and decaying gunk.


carborundum wrote:

Good point!

There's only one player who's been using freedom of movement at the minute so I could get some nasty chomps in! If I can get one nauseated and then charge him it could get brutal very quickly!

Let's see - here are the basics, mate:

Surprising Gulguthydra - 6-headed Huge Aberration CR: 13-ish

HD: 15d8+120 (187hp)
Initiative: +0
Senses: darkvision 60ft, low-light vision, Listen +6, Spot +7
Speed: 40ft, swim 30ft (surface only)
AC: 27 (+1 Dex, -2 size, +18 natural)
Attacks: 2 tentacles +20 (1d8+9) and 6 bites +18 (2d6+4)
Face/Reach: 15ft, 20ft (tentacle) 10ft (bite)
Special Attacks: Improved grab (tentacle), bite frenzy
Special qualities: Nauseating stench
Saves: Fort +14 Ref +6 Will +10
Abilities: Str 28, Dex 12, Con 26, Int 6, Wis 9, Cha 15
BAB/Grapple: +11/+28
Feats: Iron Will, Multiattack, Multigrab, Fling Enemy, Improved Natural Armor, Large and In Charge
Skills: Swim +12

Stench: Any being within 80ft of the beast must make a Fortitude save DC23 or be nauseated for 1d10 rounds.

Improved Grab (tentacle)/Bite Frenzy: To use this ability, the beast must hit a creature at least one size smaller than itself with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an AoO. If it wins the grapple check it establishes a hold, pulls the target into its area and may use make 6 Bite attacks as a free action. Yes, it can do this twice in a round and also with an AoO.

Multigrab: The beast can maintain a hold with only -10 on the grapple check. (lets the other tentacle can attack using the full attack bonus)

Imp. Natural Armor: Covered in a foot of slime and decaying gunk.

CR 12 or 13, depending on your house rules is plenty, even with your bonuses/modifications.

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