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DretchCreature 2


CESmallDemonFiend
Source Pathfinder Bestiary 3
Perception +6 (darkvision)
Languages Abyssal, Telepathy 100 Feet
Skills Acrobatics +6, Athletics +7, Deception +6, Stealth +6
Str +3, Dex +0, Con +4, Int -3, Wis +0, Cha +0

AC 17; Fort +10; Reflex +4; Will +8;
HP 45
Speed 20 feet
Weaknesses Coldiron 3, Good 3

Jaws One Action +9 (+4, -1) to hit (evil, magical) 1d8+3 Piercing + 1d4 Evil
Claw One Action +9 (+5, +1) to hit (agile, evil, magical) 1d6+3 Slashing + 1d4 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Sloth

At the start of each of the dretch's turns, roll 1d4. The result is the number of actions the dretch regains that turn (maximum 3).

Effects like the Slowed condition can further reduce their number of actions.

Cower One Action

The dretch makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a -2 penalty to attack rolls. This lasts until the dretch moves from its current space, falls Unconscious, or ends the effect as a free action.

Frenzied Slashes Three Actions

The dretch makes three claw Strikes, each at a -2 penalty, all targeting the same creature. The dretch's multiple attack penalty doesn't increase until after it has made all three attacks.

The dretch gains the Clumsy 2 condition until the beginning of its next turn.

Vicious Criticals

A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw Strike, the target takes an additional 1d6 Persistent Bleed Damage.


Divine Innate Spells (DC 16, +8 to hit)

1st Level: Fear
3rd Level: Slow

Rituals

1st Level: Abyssal Pact


Among the lowest and least powerful of all demons, dretches are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves.

Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of dretches ever manage to become something more. For this reason, dretches are quite accommodating when summoned by mortals. They're usually content to work under conditions few other outsiders would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness.


Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.