Huge aberration, chaotic evil
- Armor Class
- 16
- Hit Points
- 250 (20d12 + 120)
- Speed
- 40 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Con +10, Str +10
- Skills
- Stealth +10, Perception +7
- Senses
- Darkvision 120 ft., passive Perception 17
- Languages
- understands Deep Speech but can't speak
Traits
The gug has Advantage on an attack roll against a creature if at least one of the gug's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
The gug makes two Claw attacks and uses Chew.
Melee Attack Roll: +10, reach 10 ft. Hit: 22 (3d10 + 6) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
dex DC 18, up to two Medium or smaller creatures Grappled by the gug. The gug places the target in its mouth and chews. A chewed creature is no longer Grappled but has the Restrained condition. While Restrained in this way, a target has Half Cover against attacks and other effects not originating from the gug and takes 10 (3d6) Piercing damage at the start of each of the gug's turns. A gug can have a maximum of four creatures in its mouth at a time.
A creature in the gug's mouth can take an action to make a DC 16 Strength (Athletics) check. On a successful check, the target is no longer Restrained and moves to an unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.