Feral Senses. The Wretch has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Nimble Escape. The Wretch can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The wretch has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The Wretch can make two Claw attacks.
- Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
- Scream (Recharge 5-6). The Wretch emits a terrifying scream in a 30-foot cone. Each creature in that area must make a DC 12 Wisdom saving throw or be frightened until the end of its next turn.
Description
Wretches are small and agile humanoid creatures often found as part of the Locust Horde. They excel in ambush tactics, using their nimble movements and keen senses to sneak up on their enemies. Their feral senses allow them to detect potential threats from a distance, making it difficult for enemies to catch them off guard.
In combat, Wretches rely on hit-and-run tactics. They dart in to deliver quick Claw attacks, then use their Nimble Escape ability to disengage from combat and reposition themselves. This makes them elusive and challenging to target in melee, but they are also vulnerable due to their relatively low hit points.
Wretches are typically found in groups, and their strength lies in numbers and coordination. When facing Wretches, adventurers must be cautious of their stealthy and swarming tactics, as a pack of Wretches can quickly overwhelm an unwary party.







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