This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Hosted by 12 To Midnight.
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Hit Dice: 12d8+60, hp 114
Massive Damage Threshold: 20
Speed: 20 ft., climb 20 ft.
Defense: 22, touch 6, flat-footed 22 (-2 size, -2 Dex, +16 natural)
Base Attack/Grapple: +16/+33
Attack: +23 melee (2d6+13, slam)
Full Attack: +23/+18/+13/+8 melee (2d6+9, slam), or +12/+7/+2/-3 ranged
Fighting Space/Reach: 15 ft. by 15 ft./10 ft.
Special Qualities: stench, immune to electricity and poison, acid and fire resistance 20, damage reduction 10/slashing, telepathy, darkvision 60 ft.
Saves: Fort +15, Ref +8, Will +14
Action Points: 0
Allegiances: evil, chaos
Abilities: Str 28, Dex 6, Con 20, Int 16, Wis 15, Cha 16
Skills: Bluff +15, Climb +29, Intimidate +15, Knowledge (any three) +15, Listen +14, Read/Write Abyssal, Read/Write Draconic, Read/Write English, Read/Write Latin, Search +15, Sense Motive +14, Speak Abyssal, Speak Draconic, Speak English, Speak Latin, Spot +14, Survival +14
Challenge Rating: 9
Festergogs have the following traits:
Stench (Ex): A festergog's skin exudes a toxic, foul-smelling pus. Any creature within 10 feet must succeed on a Fortitude save (DC 21) or become nauseated for as long as it remains in the affected area and for 1d4 rounds afterward. A nauseated creature cannot attack, cast spells, use spell-like abilities, or do anything else requiring attention or concentration. The only action a nauseated creature can take is a single move action per turn. Creatures that successfully save are unaffected and cannot be affected again by the same festergog's stench for 24 hours.
Immunities (Ex): A festergog is immune to electricity and poison.
Acid and Fire Resistance 20 (Ex): A festergog ignores the first 20 points of damage from any attack that deals acid or fire damage.
Damage Reduction 10/Slashing (Su): A festergog ignores the first 10 points of damage dealt by any nonslashing weapon.