Gug (CR 12/MR 5)

This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.

Mythic Gug (CR 12/MR 5)
XP 19,200
Pathfinder Roleplaying Game Bestiary 2
CE Large aberration (mythic, mythos)
Init +1; Senses darkvision 60 ft.; Perception +27


AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, –1 size)
hp 182 (15d8+115)
Fort +10, Ref +6, Will +12
Defensive Abilities DR 10/epic, fortification (50%)MA; Immune disease, poison


Speed 40 ft., climb 20 ft.
Melee bite +18 (1d8+8), 4 claws +18 (1d6+8)
Space 10 ft.; Reach 15 ft.
Special Attacks entangling eviscerationMA, eviscerating rendMMA (2 claws, 1d6+10), mythic power (5/day, surge +1d8), sneak attackMA +4d6


Str 27, Dex 12, Con 20, Int 11, Wis 16, Cha 11
Base Atk +11; CMB +20 (+24 bull rush); CMD 31 (33 vs. bull rush)
Feats Awesome Blow, Blind-FightMF, Combat ReflexesMF, Greater Bull Rush, Improved Bull Rush, Lunge, Power AttackM, Skill Focus (Perception)
Skills Climb +16, Escape Artist +19, Knowledge (dungeoneering) +13, Perception +27, Stealth +9, Survival +21; Racial Modifiers +8 Climb, +4 Escape Artist
Languages Undercommon
SQ compression, earth glideMA


Environment any underground
Organization solitary, pair, or camp (1 mythic gug plus 2–12 non-mythic gugs)
Treasure standard

Special Abilities

Earth Glide (Su) A mythic gug can expend one use of mythic power as a swift action to gain the earth glide special ability for one minute.

Eviscerating Rend (Ex) When a mythic gug deals rend damage, it can expend one use of mythic power as a swift action to deal 1d6 points of Constitution damage and cause the target to become staggered for 1d6 rounds as their body is brutally ripped open and their insides scooped out in a bloody flourish. A DC 25 Fortitude save reduces Constitution damage to 1 point and staggering to 1 round. The save DC is Strength based.

Entangling Evisceration (Ex) When a mythic gug uses its eviscerating rend ability and deals Constitution damage to a living creature, the gug can expend one use of mythic power as a free action to give its victim the entangled condition as intestines and other internal organs spill out and dangle about the victim’s legs and feet. The entangled condition lasts for one minute or until the victim receives at least 20 hit points of magical healing. Additionally, each round the victim remains entangled the victim must succeed on a DC 25 Fortitude save or take 1 point of Strength, Dexterity, and Constitution damage. The save DC is Strength based.

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