Fantasy
A secret land hidden behind a wall of fog in another dimension, where you're given the second chance
Author's Note: Hithamar, a realm shrouded in mist and mystery, lies between the realms of life and death. It is a place where souls journey after death, seeking answers, redemption, and a chance to find peace. The inhabitants of Hithamar are those who have not yet found peace in the afterlife. They are souls who are lost, confused, or tormented by their past lives. Some are searching for answers to unanswered questions, while others are seeking redemption for their sins. When a soul arrives in Hithamar, they are stripped of their memories of their previous life. They are left to wander the realm, searching for answers. The ultimate goal of a soul's journey in Hithamar is to find peace and resolution. This may involve confronting their past lives, facing their fears, and making amends for their mistakes. One of the most significant challenges a soul may face in Hithamar is the possibility of encountering their own murderer. This encounter can be a source of great pain and anguish, but it can also be an opportunity for forgiveness and healing. Once they have achieved peace, their souls are free to move on to the next stage of their existence. Hithamar is a place of both sorrow and hope, a place where souls can find solace and redemption.
Played | 20 times |
Cloned | 0 times |
Created | 46 days ago |
Last Updated | 24 days ago |
Visibility | Public |
Dretch
CR 0.25•Small Fiend

HP Range8 - 28 (Avg: 18)
AC11
XP25
Details
Size | Small |
Type | Fiend |
CR | 0.25 |
XP | 25 |
Languages | Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) |
Defenses
Armor Class | 11 |
HP Range | 8 - 28 (Avg: 18) |
Damage Vulnerabilities | None |
Damage Resistances | , , |
Damage Immunities | |
Condition Immunities |
Actions
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Multiattack
The dretch makes two attacks: one with its bite and one with its claws.