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Published by goroiamanuci, 2023-05-19 09:36:01

Dretches - The Homebrewery

Dretches - The Homebrewery

Dretches Dretch Lore Arcana DC 10: Dretch blood befouls the earth wherever spilt for generations to come, preventing plant growth and healing until purified by divine ritual. History DC 10: Dretches are the core of any demonic force, as they are docile enough to be herded, vicious enough to be useful, and dangerous even to be around, as any wounds sustained in their presence quickly spawn gnawing dretch larvae. History DC 15: Though lacking the suicidal levels of bloodlust seen in many demons, dretches are too stupid for their sense of self-preservation to do them much good, and are frequently known to charge into ravines, magma, or other hazards if not specifically directed to avoid them. Nature DC 20: Dretches lack any form of recognizable digestive organs, instead having their chest cavities filled with a putrid, black fluid, prized by the abyssal shipwrights of The Gaping Maw for its use in waterproofing. Religion DC 15: Dretches spawn spontaneously from the corpses of those slain in the abyss, particularly those that died in the presence of mature dretches. Some unfortunates, it is said, have birthed dretches from their festering wounds while still living, though one may hope these accounts are mere colorful extrapolation. Dretch Tactics Dretches slowly and resentfully flee from the last thing to harm or threaten them, and are herded en-masse toward enemy lines by greater demons. Once battle is joined, they attack whichever non-demon creatures are nearest. They flee once wounded, but only specifically from the creature that wounded them, often running into greater danger. Likewise, they make no effort to avoid hazardous terrain or ongoing spell effects. Dretch Agitators use their Groveling Whinge whenever attacked, and both agitators and hordes try to shove creatures into each other to make them fight each other rather than the dretches, most frequently targeting fellow demons. Dretch Fodder Small fiend (demon), chaotic evil Armor Class 11 (Natural Armor) Hit Points 13 (3d6 + 3) Speed 20 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 13 (+1) 5 (-3) 8 (-1) 3 (-4) Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Abyssal, Telepathy 60 ft. Challenge M2 (90 XP) Larvae Haze. The dretch is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature that takes any damage takes an additional 1 piercing damage for each dretch within 5 feet of it. A creature killed within 5 feet of a dretch has a new dretch hatch from its corpse after 24 hours. Befoul Earth. When the dretch dies, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half. Minion. If the creature takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the creature takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage. Actions Broken-Tooth Bites (Group Attack). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Dretch Agitator Small fiend (demon), chaotic evil Armor Class 12 (Natural Armor) Hit Points 60 (11d6 + 22) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 15 (+2) 6 (-2) 9 (-1) 4 (-3) Damage Resistances Cold, Fire, Lightning Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Abyssal, Telepathy 60 ft. Challenge 1 (200 XP) Larvae Haze. The dretch is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature that takes any damage takes an additional 1 piercing damage for each dretch within 5 feet of it. A creature killed within 5 feet of a dretch has a new dretch hatch from its corpse after 24 hours. Befoul Earth. When the dretch dies, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half. Actions Multiattack. The dretch makes two attacks, one of which may be with its Rotten Bite. Rotten Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Curling Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Goading Shove. One creature within 5 feet of the dretch must make a DC 12 Strength saving throw. On a failed save, the creature takes 7 (2d6) bludgeoning damage and is pushed 5 feet, then may use its reaction to make a melee attack. On a successful save, the target must use its reaction to make an attack against the dretch. A creature may not voluntarily fail this saving throw. Reaction Groveling Whinge. As a reaction when a creature targets the dretch with an attack, the dretch falls prone. The creature must make a DC 12 Wisdom saving throw. On a failed save, the creature must choose a different target for its attack, or else do half as much damage with it. Dretch Horde Large swarm of small fiends (demon), chaotic evil Armor Class 11 (Natural Armor) Hit Points 78 (12d6 + 36) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 5 (-3) 8 (-1) 3 (-4) Damage Resistances Cold, Fire, Lightning; Damage from Attacks Damage Immunities Poison Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned. Senses Darkvision 60 ft., Passive Perception 9 Languages Abyssal, Telepathy 60 ft. Challenge 5 (1,800 XP) Devouring Haze. The horde is surrounded by a cursed aura in which wounds become infested with dretch larvae. A non-dretch creature in the horde's space that takes any damage takes an additional 5 piercing damage. A creature killed within 5 feet of the horde has a new dretch hatch from its corpse after 24 hours. Poisoned Path. Whenever the horde takes 10 or more damage from a single source, the ground within 10 feet of it is cursed and corrupted. Plants in the area wither and die, and magical healing that a creature in the area receives is reduced by half. Swarm. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a small creature. The horde can't regain hit points or gain temporary hit points. Actions Rotten Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 24 (6d6 + 3) piercing damage, or 13 (3d6 + 3) piercing damage if the horde has fewer than half its hit points. Maddening Melee (Recharge 4-6). Each other creature in the horde's space must succeed on a DC 14 Strength saving throw or take 10 (3d6) bludgeoning damage and be pushed up to 10 feet in a direction of the horde's choice. Then, each of those creatures may use its reaction to make a melee attack. If the horde has more than half its hit points, this save is made at disadvantage.


Art Credits Dretch by Chippy Bisk, Goblin King by Rae Elderidge I've Got a Subreddit! Want more monsters like this? Come check out r/bettermonsters, where I post all my work. Don't see something there? Drop a request and I'll usually get it to you within a day if I've got something on hand, and I'll shoot you a message when it's ready if not. You Found the Free Books! The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1300 already there, indexed in a big PDF along with formats for Foundry and 5eTools.


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