What is a Gug in Pathfinder 2e? A gug’s most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.
This post may contain affiliate links which means that I may receive compensation at no extra cost to you if you make a purchase from a link found on my site.
Table of Contents
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs.
Gug and Ghouls
Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn’t apply to ghasts, whom gugs consume as voraciously as they do other creatures.
Over 50 Pages of RPG Ideas
Get adventures for 5 popular monsters for Pathfinder and D&D. Each one will have 10 adventure ideas like the ones on this page, but each comes with a longer adventure with a custom map, hook, plot, climax, and aftermath with named NPCs and items (if applicable).
Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.
Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant’s precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh.
Need more stats?
If you want the full stats of this creature, go here: https://2e.aonprd.com/Monsters.aspx?ID=252
The City of Stone
Deep beneath the earth, rumors tell of a city made of titanic blocks of stone, ruled by powerful Gug leaders. The adventurers are hired by a group of miners who have accidentally stumbled upon this city and barely escaped with their lives. The miners want the adventurers to explore the city and retrieve any valuable artifacts they can find. However, the city is teeming with Gugs and other subterranean horrors. The adventurers must navigate the labyrinthine city, avoid or confront the Gugs, and escape with their lives and their loot.
The Eldritch Savants
A group of particularly bloodthirsty Gugs, known as savants, have been terrorizing a small town. The savants have been gifted with awful powers from their eldritch patrons, and they use these powers to kidnap townsfolk and bring them back to their underground lairs for sacrifice. The adventurers are tasked with tracking down the savants, rescuing any remaining townsfolk, and putting an end to the savants’ reign of terror.
The Night Hunters
A series of strange disappearances and bloody massacres have been occurring in a remote village. The only evidence left behind are odd, clawed paw-prints and a lingering stench. The adventurers are hired to investigate, and they soon discover that the culprits are Gugs who come to the surface to hunt during dark nights. The adventurers must devise a plan to protect the village and eliminate the Gug threat.
Want all of our adventure ideas?
We are adding over 30 new adventure ideas like the ones you see above every week to our new membership program. Come see the hundreds we already have and growing.
Check it out here: https:/skullrpg.com/membership
*Required disclaimer: This post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo’s Community Use Policy. I am expressly prohibited from charging you to use or access this content. This post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo’s Community Use Policy, please visit http://paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit http://paizo.com.
About the Author:
Dwight Scull has been playing tabletop role-playing games (starting with Dungeons and Dragons 3.5) back in 2001. He started being a dungeon master around 2005.
He loves to play many different types of TTRPGs, including Pathfinder, GURPS, Shadowrun, Vampire: The Masquerade, Mage: The Ascension (and other White Wolf Games), Nights Black Agents, and others.
Fan of mysteries, light horror, co-op board games, true crime, sci-fi, and fantasy.