The Wretched

The Wretched

Small monstrosity
Challenge

STR
−2
DEX
1
CON
−1
INT
−3
WIS
−2
CHA
−3

10
4d6−4
17
Soak
1
Fort
+0
Ref
+0
Will
−3
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing while in dim light or darkness

Speed 8 m.
Skills Athletics −1 (10), Brawn −1 (10), Perception −1 (10), Stealth +2 (13)
Senses darkvision 10 m.

Maneuvers. The the wretched uses maneuvers (maneuver save Difficulty 11). 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: advance, ambush, covering strike, distract, grievous wound, lead the attack, nimble, scurry, spring attack

Wretched Pack Tactics. The the wretched has advantage to attack a creature if at least one of the the wretched’s allies is within 1 meter of the creature and the ally isn’t incapacitated. The the wretched otherwise has disadvantage on an attack.

Actions (1)

Bite. Melee Weapon Attack: +2 to hit. Hit: 6 (1d10 + 1) piercing damage and the Wretched attaches to the target. While attached, the Wretched can’t attack, and at the start of each of the Wretched’s turns, the target takes 6 (1d10 + 1) necrotic damage.

The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched’s movement. The Wretched can detach itself by spending 1 meter of its movement on its turn. A creature, including the target, can use an action to detach a Wretched.

Swamp, Underdark, Urbanmtof

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

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

1 minute/stamina die

As an action, make a weapon attack to force the creature on the defensive, buying your allies critical seconds.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

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

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

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

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 weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

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 and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your 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 augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Disengage action and the Dash action.

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.