Saturday, January 4, 2020

Tanar'ri, Least - Dretch

Tanar'ri, Least - Dretch

Climate/Terrain: The Abyss
Frequency: Common
Organization: Group
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 4-40
Armor Class: 4
Movement: 9
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
   Claws (x2): d4, d4
   Bite: d4+1
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Gate, per spell: 1-4 Dretches (50% chance), 1/day
   Scare (per spell, Dretch Ability)
   Stinking Cloud(per spell, Dretch Ability), 1/day
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Takes half damage from Magical Fire, Cold and Gas
   Regeneration: 1 Hit Point per round
Special Abilities:
   Infravision (per spell, Tanar'ri Ability)
   Telekinesis (per spell, Dretch Ability)
   Teleport Without Error (per spell, Tanar'ri Ability)
   Telepathy/Tongues (Tanar'ri ability): Can communicate Telepathically with any intelligent life form regardless language barriers.
Special Weaknesses:
   Takes full damage from Normal, Silver or Iron Weapons
Magic Resistance: 10%
Size: S (3-4' tall)
Morale: Steady (11-12)
XP Value: 1,400

Note: Dretches will usually try to immediately Gate in more Dretches, who in turn will do the same. They are weak, so they try to overwhelm. They will never flee from combat if a Greater of True Tanar'ri is present. The would rather die that risk falling into disfavor.

Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 100

Ed's Notes: Kill them quickly. 4 will gate in an average of 5 more, who can then gate in average of 6 more... Two rounds in and 4 has already become 15. Now imagine if there are 40 doing this! Take them out fast. They may be the lowest form of actual Tanar'ri (Manes are more like Abyssal petitioners) and look pathetic, but nothing on the abyss should ever be underestimated.

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