This towering menace has a horrible, vertically aligned mouth and arms that split at the elbows into twin clawed hands.
Gug CR 10
Speed 40 ft., climb 20 ft.
Melee bite +17 (1d8+7), 4 claws +17 (1d6+7)
Space 10 ft.; Reach 15 ft.
Special Attacks rend (2 claws, 1d6+10)
Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11
Base Atk +11; CMB +19; CMD 30
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Greater Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill Focus (Perception)
Skills Climb +15, Escape Artist +13, Knowledge (dungeoneering) +10*, Perception +27, Stealth +15, Survival +21; Racial Modifiers +8 Climb, +4 Escape Artist
Environment any underground
Organization solitary, pair, or camp (3–10)
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, 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. 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.
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.
Elder Gug (+1 CR): The oldest gugs, living well beyond the normal life span of their kin, develop into wickedly large creatures known as gug elders. Gug elders are larger in stature than their lesser kin, and possess wickedly sharp talons. To represent an elder gug, apply the giant simple template and increase the critical threat range of the gug’s claws to 19–20. Source PCS:DR
Psychic Gug (+1 CR): Gugs exposed to psychic entities over prolonged periods often exhibit similar powers. The most common method by which a gug develops psychic powers is through an extended period of mental domination, during which the gug’s mind gains rudimentary psychic powers. Psychic gugs gain the following abilities:
Psychic Magic (CL 14th; concentration +17)
15 PE—babble (3 PE, DC 16), burst of adrenaline (3 PE), inflict pain (2 PE, DC 15), primal regression (6 PE, DC 19). Source PCS:DR
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.