Wiki › Monsters & Creatures

Pech 2014

CR 2 elemental

Small elemental, neutral good


Armor Class
15 (natural armor)
Hit Points
33 (6d6+12)
Speed
20 ft., climb 10 ft.

STR16 (+3)
DEX11 (+0)
CON14 (+2)
INT11 (+0)
WIS13 (+1)
CHA11 (+0)

Saving Throws
Skills
Athletics +5, Perception +3
Damage Immunities
poison
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 120 ft., passive Perception 13
Languages
Common, Terran, Undercommon
Challenge
2 (450 XP) · Proficiency Bonus +2

Light Sensitivity.

While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

One with the Stone (Recharges after a Short or Long Rest).

As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.

Actions

Multiattack.

The pech makes two attacks: one with its pick and one with its hammer. If the pech hits the same target with both attacks, the target must succeed on a DC 11 Constitution saving throw or be incapacitated until the start of its next turn.

Pick.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Hammer.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Environments: Plane of Earth

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details