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Nenorico                                         DRETCH

 

Small Outsider (Neutral good)

Hit Dice:

2d8+4 (13 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

16 (+1 size, +5 natural), touch 11, flat-footed 16

Base Attack/Grapple:

+2/–1

Attack:

Claw +4 melee (1d6+1)

Full Attack:

2 claws +4 melee (1d6+1) and bite +2 melee (1d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities, summon demon

Special Qualities:

Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.

Saves:

Fort +5, Ref +3, Will +3

Abilities:

Str 12, Dex 10, Con 14, Int 10, Wis 11, Cha 11

Skills:

Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)

Feats:

Multiattack

Nenorico DRETCH

 

A foot soldier called by a dark wizard Nenor was surprisingly intelligent for a dretch, and so was much more apt to fear for his existence then any of the others. This intelligence allowed him to escape the wizard who little expected any disobedience. Lost in the winding allies of a trade city he found his way to a mission that provided shelter for beggars in the dark ally’s.

It was here that he began to learn of love and compassion, as it was shown to him. He now continues to haunt the allies only he searches for way to help those in need rather then to harm them. Using his telepathy and understanding of true madness to speak to those who have gone to mad to talk he helps to cure and provide the mentally ill.


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