Medium Or Small Humanoid, Neutral
AC 13 (scavenged armor)    Initiative +2 (12)
HP 10 (2d8 + 2)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +4
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 9 -1 -1
Gear [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]
Senses Passive Perception 12
Languages Common
CR 1/8 (XP 25; PB +2)
Traits

Cornered Animal. Daring maneuvers often occur during the most dangerous of moments. When a Wretch is within 5 feet of 2 or more hostile creatures, they gain a +2 to all saving throws and a additional +1 to their AC. This trait is only active when the Wretch is 5 feet away from any other ally.

Feeding Frenzy. It's feeding time boys! When a Wretch is surrounded by allies in an 5 foot radius, the Wretch gains a +1 to their AC with the max being +3. Likewise, for every ally slain within this 5 foot radius, the Wretch must succeed a DC 10 Wisdom saving throw. If the Wretch fails, they will become frightened until the start of their next turn.

Actions

Longsword. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.

Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4) Piercing damage.

Description

The basic “footsoldier” of the Lesaffemes, typically desperate folk with nowhere to go, they’ve become the backbone of most Lesaffemes warbands. Often, starving, mad individuals that attack in large numbers. They have yet to really prove themselves in the eyes of their more well off counterparts. For newer Wretch that appear relatively sane, they are given the task of stopping caravans without shaking violently or twitching upon speaking to another being, thus making them a worthwhile ambusher for those that have a pair of eyes.

 

Often stained in mud and blood, the unforgiving forest has hardened even the lowest of the Lesaffemes into ruthless survivalists. Carrying various "trinkets" from the aftermath of their many meals, from dried severed fingers and ears, to entire humanoid skulls. The Wretch are typically responsible for setting up traps and scouting out dangerous areas within Halcyr whilst also serving as the de facto bait for whatever spots them first, regardless of the outcome these folk have been driven mad by the whispers of the woods, attacking anything or anyone not apart of their warband.

Monster Tags: humanoid

Habitat: Any

Treasure:  None

VESSELLIGHT

Comments

Posts Quoted:
Reply
Clear All Quotes