Skip to content

Pech Lithlord

Size
Small
Type
Elemental
Challenge Rating
7
Source
Creature Codex
Alignment
Neutral-Good
Armor Class
17
Speeds
30, climb 30
Walking Speed
30
Climbing Speed
30
Strength Score
18
Dexterity Score
11
Constitution Score
16
Intelligence Score
11
Wisdom Score
18
Charisma Score
13
Skill Proficiencies
Athletics, Perception
Vision
Darkvision (120ft)
Languages Ref
Common, Terran, Undercommon
Hit Points
104
Condition Immunities
Exhaustion 1, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Immune to Poison Damage
Languages
Aethyrian Common, Terran, Undercommon

Small elemental, neutral good


Armor Class 17 (natural armor)

Hit Points 104 (16d6+48)

Speed 30 ft., climb 30 ft.


STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
13 (+1)

Skills Athletics +7, Perception +7

Damage Immunities poison

Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 120 ft., passive Perception 17

Languages Common, Terran, Undercommon

Challenge 7 (2,900 XP)

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.

Innate Spellcasting. The pech lithlord's innate spellcasting ability is Wisdom (spell save DC 15). The pech lithlord can innately cast the following spells, requiring no material components:
At will: mending, thunderwave (4d8)
3/day: shatter (4d8)
1/day: meld into stone, stone shape

Actions

Multiattack. The pech lithlord makes three attacks: two with its pick and one with its hammer. If the pech lithlord hits the same target with two attacks, the target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.