Name | Dretch |
---|---|
Sorted Name | Dretch |
Family | Demon |
Size and Type | Small Outsider (Chaotic, Extraplanar, Evil) |
Hit Dice Count | 2 |
Hit Dice | 2d8+4 (13 hp) |
Random Hit Points | 2d8+4 - 4 |
Initiative | +0 |
Speed | 20 ft. (4 squares) |
Armor Class | 16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Base Attack/Grapple | +2/-1 |
Attack | Claw +4 melee (1d6+1) |
Full Attack | 2 claws +4 melee (1d6+1) and bite +2 melee (1d4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Spell-like abilities, summon demon |
Special Qualities | Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 ft. |
Saves | Fort +5, Ref +3, Will +3 |
Abilities | Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 |
Skills | Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) |
Feats | Multiattack |
Environment | A chaotic evil-aligned plane |
Challenge Rating | 2 |
Organization | Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40) |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | 3-6 HD (Small) |
Level Adjustment | +2 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Dretch; CR 2; Small outsider (chaotic, extraplanar, evil); HD 2d8+4; hp 13; Init +0; Spd 20 ft. (4 squares); AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +2; Grp -1; Atk +4 melee (1d6+1, claw); Full Atk +4 melee (1d6+1, 2 claws) and +2 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 ft.; AL CE; SV Fort +5, Ref +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 Skills and Feats: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks); Multiattack |
Dretch
A dretch is about 4 feet tall and weighs about 60 pounds. Dretches cannot speak but can communicate telepathically. CombatDretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches' fear of their greater kin is stronger then even their fear of death. A dretch's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based. Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell. Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +4 melee (1d6+1), or 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
feats: MULTIATTACK, ,