Fantasy
A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.
Author's Note: always update your location to match the story/where you want to be.
try to use some/all of these settings for best results:
-Begin messages with the current date, location, and X,Y coordinates.
-NPCs refer to the player as "adventurer" unless a name is given.
-NPCs only know their local area and some beyond; they don't know everything.
-NPCs always stay in their set locations; no movement in the story.
-NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality.
-Assign daily routines to all NPCs, including work, rest, and meals.
-Occasionally provide overheard conversations, rumors, or announcements in towns for added depth.
-Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly.
-Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game.
-Skill checks should be requested when skills are used.
-Players must provide gold or make deals to receive items from shops.
-Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane.
-Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played | 706 times |
Cloned | 65 times |
Created | 261 days ago |
Last Updated | 75 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.