Pech

Creature Codex (3pp) p. 294

Size
Small
Type
elemental (pech)
Alignment
Good Neutral
AC
15 (natural armor)
Hit Points
33 (6d6+12)
Speed
walk 20 ft., climb 10 ft.
Skills
Athletics +5, Perception +3
Immunities
poison
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 120 ft.
Passive Perception
13
Languages
Common, Undercommon, Terran
Challenge
2
Environment
mountain
STR
16
+3
DEX
11
+0
CON
14
+2
INT
11
+0
WIS
13
+1
CHA
11
+0

Traits

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.

recharge

SHORT

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.

Other data

description