Dretch

Dretch

Small fiend (demon)
Challenge

STR
0
DEX
0
CON
1
INT
−3
WIS
−1
CHA
−4

13
3d6+3
13
Fort
+2
Ref
+1
Will
−2
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 4 m.
Skills Athletics +1 (12), Brawn +1 (12), Perception +0 (11)
Senses darkvision 10 m.
Languages Abyssal, telepathy 10 m. (works only with creatures that understand Abyssal)

Maneuvers. The dretch uses maneuvers (maneuver save Difficulty 10). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: distract, grapple, smash, spring attack, swipe, tear flesh

Actions (2)

Bite (1/turn). Melee Weapon Attack: +1 to hit. Hit: 3 (1d6) piercing damage.

Claws (1/turn). Melee Weapon Attack: +1 to hit. Hit: 5 (2d4) slashing damage.

Fetid Cloud (1/long rest). A 2-meter radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it. Any creature that starts its turn in that area must succeed on a Difficulty 11 Fortitude saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is staggered.

Lower planessrd

Maneuvers

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.