Large Humanoid (Druid, Half-Elf, Shapechanger), Typically Lawful Neutral
Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws WIS +4
Skills Animal Handling +10, History +2, Insight +10, Medicine +4, Nature +10, Perception +4, Survival +10
Damage Vulnerabilities Fire
Damage Resistances Acid, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Truesight 60ft, Passive Perception 14
Languages Common, Elvish, Sylvan, Undercommon Druidic plus any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, poison spray, shillelagh

1st level: longstrider, speak with animals, thunderwave, goodberry

2nd level: animal messenger, barkskin, animal friendship, pass without trace, spike growth

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Has a murder of crows who work as animal messengers for him. They throw his voice well, which results in a huge, booming sound that reverberates off the dead trees of the swamp.

Prefers the following wildshapes: a huge, black, scarred bear, an enormous brown spider, a bobcat, venomous frog, boa constrictor, and a black heron.

Bonus Actions

Shillelagh, Barkskin, Wildshape.

Reactions

He does not handle deception well.

Wretch stalks everyone who enters his swamp, typically in the form of a dark bobcat. He makes sure they go on their way, or encourages them to do so.

Description

The first thing you notice now that Wretch is up close is that he stinks. It is beyond anything you've ever experienced before. You can taste the swampwater, the mold, the innards of whatever he last hunted whenever you take a breath just radiating off him in the humidity. It is horrible.  

His voice is more akin to squelching than words. He is typically soft spoken until angered. He has been pushed over the edge. His moods shift quickly. He does not tolerate deception. 

He had an agreement with the duke's father, which was that he would watch over the land, keep the swamp beasts at bay from the village, and allow the villagers to live in peace as long as they respected his land. They broke that promise and so he has decided they are no longer welcome. 

Wretch stalks whoever comes into the swamp to make sure they only mean well. He lives off the land, and refers to himself as "Rootshaper." He does not care that people call him Wretch because he does not care about people. Wretch does not interfere with animals eating one another as a rule.  

 

Lair and Lair Actions

Wretch lives in a two-roomed hut primarily made of woven branches and mud. 

The first room has a large stump for a table, a dirt floor, and rocks for sitting. Potions brewed in previously discarded vials are piled all over. 

The back room sinks into murky water about halfway through and is filled with croaking frogs. Fish come from under the branches that just barely dip into the waterline to feed off the mosquitos settled on top.  

Spiders cover the ceiling and frogs come out from the back room to eat them. Wretch sleeps here, typically shapeshifted into a frog or crocodile.  

Monster Tags: NPC

Habitat: ForestSwampUnderdark

Blombo

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