WRACK-WRETCH

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Some people become so warped by the power of the wrack-glass that they can no longer stand upright. Far from being disabled, these wrack-wretches lope about on all fours like a predatory beast, albeit one augmented by a human intellect.

WRACK-WRETCH
Medium monstrosity (human), neutral evil


Armor Class: 15
Hit Points: 35 (6d6+14)
Speed 35 ft., climb 35 ft.


Str 17 | Dex  13 | Con 15 | Int 9 | Wis 13 | Cha 5

Skills: Athletics +8, Intimidate +6, Stealth +7, Perception +7; wrack-wretches understand Common, but can only speak in monosyllabic growls.
Passive Perception 17


Mirror Madness: A wrack-wretch that sees it’s own reflection flies into a mindless frenzy, unable to perform any actions except attack or move into attack range. The frenzy lasts until the wrack-wretch is incapacitated or it hasn’t made an attack in 1 minute.


Clutching Bite: melee attack +6 (1d4+3 piercing damage and target is grappled. Unless the wrack-wretch ends the grapple voluntarily, the target takes 1d4 damage when escaping from this grapple.)

Gnaw: A wrack-wretch can use its action to automatically deal 1d4+3 piercing damage to a creature it has grappled using clutching bite.

Sweeping Slam: melee attack +6 (1d6+3 bludgeoning damage and target must succeed a Strength or Dexterity saving throw or be knocked prone.)

Lurching Pounce (recharge 5, 6): melee attack +8 (2d6+6 bludgeoning damage and the target is knocked prone. On a miss, the target is pushed back 5 feet and must succeed a Dexterity saving throw or be knocked prone.) Before the attack, the wrack-wretch moves up to its speed, ignoring difficult terrain.

NEW SPELL: Grave Dagger

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Necromancy

This spell requires a dagger with a handle fashioned from human bone. As part of the casting, the magic-user invests the dagger with their own essence. By sacrificing at least one point of Charisma, the next attack made with the ritual dagger ignores non-magical armor and deals an additional 1d6 points of damage. Every additional point of Charisma spent adds another 1d6 extra damage. The dagger remains charged with the spell until a successful attack is made.

A creature slain with a grave dagger can only be reanimated, never resurrected.

Until the spell is discharged, the caster cannot regain the Charisma used to power it. Charisma expended to cast this spell in excess of the caster’s level is permanently lost.