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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 6
[[Category:CR 6]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Dretch.jpg|384px|right|xx]]
| MonsterName = Dretch
== Dretch (CR 6) ==
Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch's existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve..


The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.
| Image = Dretch.jpg
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Unlike most demons, a dretch's slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals-yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.
| Description = Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch's existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.


=== GENERAL ===
:The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.
'''CR''' 6  '''Hit Dice''' 9


'''XP''' 2,400
:Unlike most demons, a dretch's slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.


CE Small outsider (demon, chaotic, evil, extraplanar)
:A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals-yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.


'''Init''' +3; '''Senses''' Darkvision 60 ft., Perception +9
| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


=== DEFENSE ===
| Size = Small
'''AC''' 24, '''touch''' 15, '''flat-footed''' 20 (+4 armor, +4 dex, +5 natural, +1 deflection)
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''hp''' 82
| Type = Outsider
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Fort''' +9, '''Ref''' +3, '''Will''' +7
| Subtype = demon, chaotic, evil, extraplanar
  <!--If any-->


'''Aura:''' -
| NudgeInit =
  <!--CR 6 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -
| Senses = [[Darkvision]] 60 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Special Defenses:''' DR 5/cold iron or good, ER 10/acid, ER 10/cold, ER 10/fire, ER 10/negative energy
| NudgePerception =
  <!--CR 6 PERCEPTION = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Immunities:''' electricity, poison
| NudgeAC =
  <!--CR 6 AC = 24 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!--CR 6 TOUCH AC = 15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 30 ft.
  <!--CR 6 FLAT-FOOTED AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeHitPoints =
  <!--CR 6 HIT POINTS = 82 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Single Melee''' Bite +11 (1d8+7/x2)


'''Full Melee''' Bite +11 (1d8+7/x2), 2x Claws +11 (1d6+2/x2)
<!--  SAVING THROWS  -->


'''Ranged''' -
| Fort = S
| Refl =
| Will =
  <!--CR 6 STRONG SAVE = +9; WEAK SAVE = +5 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Special Attacks''' Summon Dretch, Wretched Demise
| NudgeFort =
| NudgeRefl = -2
| NudgeWill = 2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Action Points''' 0
| SR =
  <!--Values: Y (for Yes), or leave blank-->


=== Statistics ===
| NudgeSR =  
'''Str''' 12, '''Dex''' 10, '''Con''' 14, '''Int''' 5, '''Wis''' 11, '''Cha''' 11
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Base Atk''' +6; '''CMB''' +10; '''CMD''' 20
| SpecialDefenses = DR 5/cold iron or good, ER 10/acid, ER 10/cold, ER 10/fire, ER 10/negative energy
  <!--Put any DR or ER values here-->


'''Feats''' -
| StrongAgainst = Immunity: electricity, Immunity: poison
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Skills''' -
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


'''Languages''' Abyssal, Common
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


=== Special Abilities ===
| WeakAgainst =  
; Summon Dretch (Sp)
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
* Concentration: d20+6 vs. DC 21
Once per encounter as a move action, the Dretch may attempt to call forth another Dretch from the Abyss to aid him in combat. Roll 1d10, and on a result of a 9 or 10, a new Dretch appears in a square adjacent to the Dretch that summoned him.  The new Dretch may not act until the next round as it orients itself to the material plane.  The new Dretch is mistrustful of everyone including other Dretches, but will defend itself if attacked, and most likely attack anything its fellow Dretches are attacking.  A Dretch may only use this ability once per encounter, even if he fails.  Summoned Dretches may also use this ability if they wish.  Note that summoned Dretches provide XP and treasure when slain just like normal monsters.  Because this is a spell, it provokes attacks of opportunity.  The dretch needs a 15 or better on a d20 to successfully combat cast (d20+6 vs. DC 21), so it will avoid using this ability while in melee.


; Wretched Demise (Su)
| Hide-Type-Weak-Against-1 =
When the Dretch is slain, he explodes in an oily black fire of terrible bile and abyssal essence.  Any non-demon creature in the 3&times;3-square area centered on the Dretch when it dies takes 3d6 points of fire and negative energy damage.  Affected creatures may make a DC 16 Reflex save for half damage. 
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


Furthermore, the area affected by the Wretched Demise remains toxic and does not dissipate until the end of the encounter. Any non-demon creature who passes through one or more squares of the affected area takes 1d6+1 points of fire and negative energy damage for every square enteredIf multiple zones exist, their effects do not stack, but obviously they present a larger obstacle.
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== Treasure ===
| NudgeSpace =  
sell value of approximately 1,875 gp
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->


=== Combat Tactics ===
| NudgeReach =  
Dretches are, above all else, lazy and eager to continue living. They prefer not to fight, and usually run from any encounter unless forced to stay by a power greater than them, or due to limited escape options.  Of course, Dretches are also pretty stupid, and have a tendency to hide in the nearest dead end, hoping no one will find them there.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->


In combat, a dretch's first priority is to call in some other dretch to do the fighting instead of them.  Once that's done, dretches will try to get as many full attacks as possible, as moving around is a huge bother. 


Needless to say, while the Wretched Demise is a horrible ability, the Dretch has no real desire to have that happen.  When it inevitably does, any remaining Dretches in the area will make use of the 'blocked' terrain to make it harder for multiple foes to come at them.
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
 
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Abyssal Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 6 PRIMARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Abyssal Claws
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 6 SECONDARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 6 TERTIARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 6 QUATERNARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| IsProjectile =
  <!--Values: Y (for yes), or leave blank for thrown weapons (default is thrown)-->
 
| Increment =
  <!--Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 6 RANGED TO-HIT = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 6 RANGED DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| ThrownOrProjectile =
  <!--Values: Thrown (for thrown attack), Projectile (for projectile attack) or leave blank for melee attack (default is melee)-->
 
| Increment =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| NudgeSiegeCMB =
  <!--CR 6 SIEGE CMB = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 6 SIEGE DAMAGE = 1d2 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-2-->
 
 
<!--  ABILITY SCORES  -->
| Str = 12
| Dex = 10
| Con = 14
| Int = 5
| Wis = 11
| Cha = 11
 
| NudgeCMB =
  <!--CR 6 CMB = +10 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 6 CMD = 20 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Barter
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 6 SKILLS = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Abyssal, Common
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Summon Dretch
 
| Ability-1-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Once per encounter as a move action, the Dretch may attempt to call forth another Dretch from the Abyss to aid him in combat.  Roll 1d10, and on a result of a 9 or 10, a new Dretch appears in a square adjacent to the Dretch that summoned him.  The new Dretch may not act until the next round as it orients itself to the material plane.  The new Dretch is mistrustful of everyone including other Dretches, but will defend itself if attacked, and most likely attack anything its fellow Dretches are attacking.  A Dretch may only use this ability once per encounter, even if he fails.  Summoned Dretches may also use this ability if they wish.  Note that summoned Dretches provide XP and treasure when slain just like normal monsters.  Because this is a spell, it provokes attacks of opportunity.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special1SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special1StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Wretched Demise
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = When the Dretch is slain, he explodes in an oily black fire of terrible bile and abyssal essence.  Any non-demon creature in the 3 by 3-square area centered on the Dretch when it dies takes {{#var:Special2StandardDmg}} points of fire and negative energy damage.  Affected creatures may make a DC {{#var:Special2SaveDC}} Reflex save for half damage. 
 
:Furthermore, the area affected by the Wretched Demise remains toxic and does not dissipate until the end of the encounter.  Any non-demon creature who passes through one or more squares of the affected area takes {{#var:Special2SwiftDmg}} points of fire and negative energy damage for every square entered.  If multiple zones exist, their effects do not stack, but obviously they present a larger obstacle.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special2SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special2StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special3SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special3StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special4SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special4StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special5SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special5StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special6SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special6StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special7SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special7StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special8SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special8StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special9SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special9StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Dretches are, above all else, lazy and eager to continue living.  They prefer not to fight, and usually run from any encounter unless forced to stay by a power greater than them, or due to limited escape options.  Of course, Dretches are also pretty stupid, and have a tendency to hide in the nearest dead end, hoping no one will find them there.
 
:In combat, a dretch's first priority is to call in some other dretch to do the fighting instead of them.  Once that's done, dretches will try to get as many full attacks as possible, as moving around is a huge bother. 
 
:Needless to say, while the Wretched Demise is a horrible ability, the Dretch has no real desire to have that happen.  When it inevitably does, any remaining Dretches in the area will make use of the 'blocked' terrain to make it harder for multiple foes to come at them.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Dretches are the vile masses of the lower Abyss, and are as numerous as particles of filth at the bottom of a cosmic sewer.  They are remarkably easy to summon, and as a result, the less scrupulous sorts of creatures will often have them around as servants, minions, cheap if poor labor, etc.  This is of little note in most cases, except for the Dretch's Wretched Demise, which means that even as lowly and vile and ineffectual as they are, their presence on almost any battlefield means they create terrain upon their death which must be taken into account. 
 
:Granted, this terrain is frequently little more than "don't step in that, it's gross", but that can have an impact more often than you might think.
 
 
}}

Revision as of 22:49, 13 November 2016

Dretch (CR 6)

Chaotic Evil - Small - Outsider (demon, chaotic, evil, extraplanar)
Lore: Know (Planes)
12 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +2
Will: +6

Strong Against:

  • DR 5/cold iron or good, ER 10/acid, ER 10/cold, ER 10/fire, ER 10/negative energy
  • Immunity: electricity, Immunity: poison
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Abyssal Bite +10 (1d10+9/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Abyssal Bite +10 (1d10+9/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

12
STR
10
DEX
14
CON
5
INT
11
WIS
11
CHA

Skills:

Languages: Abyssal, Common

Feats:

Special Abilities

Summon Dretch (Sp)
  • Concentration: 1d20 + 13 vs. a DC of 21 (8 needed on the die)

Once per encounter as a move action, the Dretch may attempt to call forth another Dretch from the Abyss to aid him in combat. Roll 1d10, and on a result of a 9 or 10, a new Dretch appears in a square adjacent to the Dretch that summoned him. The new Dretch may not act until the next round as it orients itself to the material plane. The new Dretch is mistrustful of everyone including other Dretches, but will defend itself if attacked, and most likely attack anything its fellow Dretches are attacking. A Dretch may only use this ability once per encounter, even if he fails. Summoned Dretches may also use this ability if they wish. Note that summoned Dretches provide XP and treasure when slain just like normal monsters. Because this is a spell, it provokes attacks of opportunity.

Wretched Demise (Su)

When the Dretch is slain, he explodes in an oily black fire of terrible bile and abyssal essence. Any non-demon creature in the 3 by 3-square area centered on the Dretch when it dies takes points of fire and negative energy damage. Affected creatures may make a DC Reflex save for half damage.

Furthermore, the area affected by the Wretched Demise remains toxic and does not dissipate until the end of the encounter. Any non-demon creature who passes through one or more squares of the affected area takes points of fire and negative energy damage for every square entered. If multiple zones exist, their effects do not stack, but obviously they present a larger obstacle.
Dretch

Dretch

Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch's existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve.

The dretch is a favorite target for dabblers in Abyssal summonings to call forth. Relatively weak and easy to bully, dretches can often be pressured into long periods of servitude with only vague promises of the opportunity to vent their frustrations and anger on softer foes. Yet the prospective dretch-summoner would do well to remember that these demons are as craven and untrustworthy as they come. A dretch faced with a more powerful foe is only too eager to trade what it knows for its pitiful excuse for a life.
Unlike most demons, a dretch's slovenly personality and disdain for prolonged physical labor rarely result in success. Advanced dretches are rare, but those who do find it within themselves to be more than they were at creation often become the pauper-kings of the Abyss, cruel and bitter in their rule over vermin, broken souls, mindless undead, and other dretches. Their empires are confined to abandoned stretches of sewers under backwater cities, unstable reaches of swampland avoided by more sensible minds, and other undesirable corners of the Abyss that even demons find uncomfortable or foul. Yet to the dretch lords, these realms are their empires, and they defend them with a pitiful tenacity.
A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals-yet it only takes a small fragment of a soul to trigger such a hideous birth. A single soul can often trigger the manifestation of a small army of dretches, and the sight of a horde of fresh-birthed dretches pulling free from the heaving protomatter of the Abyss is a nauseating and terrifying one indeed.

Combat Tactics

Dretches are, above all else, lazy and eager to continue living. They prefer not to fight, and usually run from any encounter unless forced to stay by a power greater than them, or due to limited escape options. Of course, Dretches are also pretty stupid, and have a tendency to hide in the nearest dead end, hoping no one will find them there.

In combat, a dretch's first priority is to call in some other dretch to do the fighting instead of them. Once that's done, dretches will try to get as many full attacks as possible, as moving around is a huge bother.
Needless to say, while the Wretched Demise is a horrible ability, the Dretch has no real desire to have that happen. When it inevitably does, any remaining Dretches in the area will make use of the 'blocked' terrain to make it harder for multiple foes to come at them.

Out of Combat

Dretches are the vile masses of the lower Abyss, and are as numerous as particles of filth at the bottom of a cosmic sewer. They are remarkably easy to summon, and as a result, the less scrupulous sorts of creatures will often have them around as servants, minions, cheap if poor labor, etc. This is of little note in most cases, except for the Dretch's Wretched Demise, which means that even as lowly and vile and ineffectual as they are, their presence on almost any battlefield means they create terrain upon their death which must be taken into account.

Granted, this terrain is frequently little more than "don't step in that, it's gross", but that can have an impact more often than you might think.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)