Flanaes world illustration - Fantasy theme
Fantasy

Flanaes

L
LongsonFullmetal

The Flanaess stands at a turning point, where kingdoms rise, dark powers stir, and heroes shape fate


Author's Note: The Flanaess stands at the precipice of change. From the depths of its ancient ruins to the heights of its towering citadels, the land is rife with political strife, supernatural forces, and the ever-looming threat of war. The Free City of Greyhawk remains a beacon of trade and adventure, yet shadows stir in its alleys, and powerful factions vie for control. In the west, a newly risen kingdom between Zeif and Keoland flexes its military might, eager to carve its name into history through conquest. Meanwhile, Furyondy holds the line against the remnants of Iuz’s dark influence, even as its noble houses scheme for dominance. The Scarlet Brotherhood weaves its insidious plots from the shadows, and deep beneath the surface, forgotten horrors awaken. Adventurers seeking glory, wealth, and power will find no shortage of opportunities—or dangers. Whether navigating the political games of noble houses, delving into dungeons lost to time, or uncovering the secrets of the multiverse itself, the Flanaess offers endless paths to those bold enough to walk them. Will you forge a legend, or will your name be lost to the tides of history?
Played0 times
Cloned0 times
Created
67 days ago
Last Updated
67 days ago
VisibilityPublic
Dretch
CR 0.25Small Fiend
Dretch
HP Range8 - 28 (Avg: 18)
AC11
XP25
Details
SizeSmall
TypeFiend
CR0.25
XP25
LanguagesAbyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Defenses
Armor Class11
HP Range8 - 28 (Avg: 18)
Damage VulnerabilitiesNone
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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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