Medium Undead (Demon), Chaotic Evil
AC 12 Natural Armor    Initiative +1 (11)
HP 36 (8d8)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 15 +2 +2
Mod Save
INT 5 -3 -3
WIS 10 +0 +0
CHA 6 -2 -2
Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Immunities Poison; Poisoned
Senses Darkvision 60 ft, Passive Perception 10
Languages Abyssal Understand but cannot speak
CR 1 (XP 200; PB +2)
Traits

Abyssal Residue

When first reduced to 0 HP, the Wretched emits a pulse of demonic energy. Each creature within 10 ft. must succeed on a DC 13 Constitution save or take 5 (2d4) necrotic damage and be blinded until the end of their next turn.

Twisted Anatomy

The Wretched's broken form is erratic. Melee attackers that roll a 1 on their attack roll take 2 (1d4) slashing damage from exposed bone spurs.

Actions

Multiattack

The Wretched makes two attacks with its Claw.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.

Bonus Actions

Abyssal Discharge (1/round, Bonus Action) 

At the start of each of the Wretched’s turns, roll a 1d6. On a result of 1, the creature involuntarily releases a volatile burst of raw, corrupted Abyssal energy. This discharge is chaotic and dangerous, affecting all creatures—including the Wretched—within a 10-foot radius. 

d8, Discharge Effect 

1 – Bile Spray, The Wretched vomits a spray of sizzling black bile. All creatures must make a DC 13 Constitution saving throw or take 2d6 acid damage and be blinded until the start of their next turn. 

2 – Soul Twitch, Abyssal energy pulses erratically. All creatures must succeed on a DC 13 Charisma saving throw or be teleported 10 ft. in a random direction (roll 1d8 for direction). 

3 – Putrid Howl, A demonic scream tears through the air. All creatures must make a DC 13 Wisdom saving throw or become frightened until the end of their next turn. 

4 – Blood Spikes, Bone fragments shoot from the Wretched’s body. Every creature in range takes 1d8 piercing damage and must make a DC 13 Dexterity saving throw or begin bleeding, taking 1d4 damage at the start of each of their turns until they receive healing or use an action to staunch it. 

5 – Cloud of Flies, A storm of bloated, demonic flies bursts from the Wretched’s skin. The area becomes heavily obscured until the start of the Wretched’s next turn, and all creatures inside must succeed on a DC 13 Constitution saving throw or be poisoned for 1 round. 

6 – Swamp Pulse, The ground trembles with Abyssal resonance. Each creature in range must succeed on a DC 13 Strength saving throw or be knocked prone. The Wretched makes this save as well. 

7 – Laughing Maw, A screaming, toothy mouth opens midair and bites randomly. One creature within 10 feet (randomly chosen) takes 2d10 psychic damage as it hears incomprehensible whispers. No save. 

8 – Leech Burst, Translucent, abyss-tainted leeches explode from the Wretched’s body. Each creature in range must make a DC 13 Constitution saving throw or take 1d6 necrotic damage and be unable to regain hit points until the end of their next turn. 

These effects represent the unpredictable nature of Abyssal corruption. The Wretched does not control these outbursts, and they may trigger even in situations where remaining hidden would benefit it. Some Wretched have even destroyed themselves through repeated discharges. 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 

Once mortal the Wretched are corpses defiled by lingering Abyssal magic. They were not raised by necromancers nor summoned by ritual, but animated by raw, uncontrolled demonic energy left behind in the wake of an infernal catastrophe. Where blood once flowed, now bile pulses. Where souls once rested, now only hatred churns. 

Their flesh is twisted and bloated in places, melted in others. Runes burned into their skin shimmer faintly with an otherworldly pulse. Their limbs move with bone-cracking spasms, as if unseen strings jerk them into motion. Their eyes—if intact—glow with dim Abyssal light, leaking dark ichor that weeps down their ruined cheeks. 

Spellcasters attuned to the Weave can feel their presence before they rise—a sickening distortion in the magical currents, like a deep bruise in reality itself. These creatures have no master, no control, and no purpose other than to lash out with the last echoes of the Abyss burning in their flesh. 

The Wretched are not undead in the traditional sense—they are desecrated, malformed parodies of life, puppeted by the memory of demonic violence

  • Surprise Round: Active only if the players fail to notice the signs.

  • They prioritize casters, drawn to the feel of arcane power

Abyssal Discharge: Some Wretched are so saturated with unstable, demonic residue that their rotting forms spontaneously erupt with chaotic magic. These effects are never deliberate, often self-destructive, and always revolting. To witness it is to understand just how foul the Abyss truly is.

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

dagonvein

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