This site is games | books | films

Pech

Pech 1
Image (midjourney.com)

The Pech is a small, mysterious humanoid creature standing around 3 feet tall. They have stout, stocky bodies covered in rough, earth-toned skin that provides excellent camouflage in rocky environments. Their short limbs end in clawed hands and feet, making them adept climbers and diggers.

Pechs have large, round eyes with a luminescent quality, allowing them to see clearly in dark caverns. Their ears are pointed, and their noses are flat and broad, giving them an almost gnomish appearance. They rarely smile, and their expressions often appear solemn and contemplative.

These earthbound beings are rarely seen on the surface, preferring the depths of the earth. They are known for their ability to communicate with animals and can often be found alongside creatures of the underground, forming bonds with burrowing animals like badgers and moles.

The Pechs are the silent guardians of the earth’s hidden treasures and are known for their wisdom and connection to the natural world. They reside in the darkest and most secluded corners of the world, protecting the secrets and mysteries hidden within the earth’s depths.


  • Pech 5e
  • Pech Pathfinder
Pech
Image (midjourney.com)

Small humanoid (pech), neutral good

Armor Class 15 (natural armor)

Hit Points 27 (6d6 + 6)

Speed 25 ft.

Abilities

StrengthDexterityConstitutionIntelligenceWisdomCharisma
10 (+0)14 (+2)12 (+1)10 (+0)16 (+3)8 (-1)

Skills Perception +5, Stealth +4

Senses darkvision 60 ft., passive Perception 15

Languages Pech, Terran

Challenge 1 (200 XP)

Magic Resistance. They have advantage on saving throws against spells and other magical effects.

Stone Camouflage. They have has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Keen Smell. They have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. They makestwo melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Rock Throw. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Speak with Animals. The Pech can communicate simple ideas with burrowing animals and other creatures that dwell underground, as if under the effects of a speak with animals spell.

Pech Guardian. While in underground or rocky environments, the Pech is considered proficient in the Survival skill. Additionally, they have advantage on all Intelligence (Nature) checks relating to underground flora and fauna.

Mend Earth (Recharge 5-6). The Pech can use its innate connection to the earth to heal itself. The Pech regains 9 (2d8) hit points.

This pale yellow humanoid has blank, bulging white eyes and gangly arms and legs. It clutches a pickaxe in its knobby hands.

Source: Pathfinder d20pfsrd.com

Untold ages ago, the pechs served forgotten masters in the deepest caverns of the world. In time, their masters moved on, leaving them bereft of guidance. Some sought refuge in seemingly safer tunnels nearer the surface. The unspeakable horrors they encountered there transformed them into derros over the course of several generations. Those pechs that stayed close to their ancestral caverns survive to this day, though in such Small numbers and in such isolation that few of the surface world know of their existence.

Pechs are skilled miners and stonemasons, and are at times employed or enslaved as such by other subterranean races. They have learned to hide the entrances to their lairs most carefully, blending their narrow entranceways into the living rock such that they can only be seen from exactly the right angle. When interlopers do find a lair, they are met with open arms, friendly advice, and a firm insistence that the pech is to be left alone. The typical pech stands only 3-1/2 feet tall, but its dense flesh gives it a weight of 100 pounds.

Pech CR 3
XP 800

N Small fey (earth)

Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +10
DEFENSE
AC 16, touch 12, flat-footed 15 (+1 Dexterity, +4 natural, +1 size)

hp 27 (6d6+6)

Fort +5, Ref +6, Will +6

DR 5/cold iron; Immune petrification; SR 14

Weaknesses light blindness
OFFENSE
Speed 20 ft.

Melee mwk heavy pick +9 (1d4+6/×4)

Special Attacks earth mastery, pech magic, stone knowledge

Spell-Like Abilities (CL 10th; Concentration +11)

3/day – stone shape, stone tell
STATISTICS
Strength 19, Dexterity 12, Constitution 13, Intelligence 12, Wisdom 13, Charisma 12

Base Atk +2; CMB +5; CMD 16

Feats Cleave, Great Fortitude, Power Attack

Skills Climb +13, Craft (stonemasonry) +14, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Perception +10, Profession (miner) +11, Stealth +14; Racial Modifiers +4 Craft (stonemasonry), +4 Profession (miner)

Languages Terran, Undercommon
SPECIAL ABILITIES
Earth Mastery (Ex)   They gain a +1 bonus on attack and damage rolls if both it and its foes are touching the ground. If an opponent is airborne or waterborne, the pech takes a -4 penalty on attack and damage rolls. These modifiers are not precalculated into the statistics here.  

Pech Magic (Sp)   Four working together can cast wall of stone once per day. Eight working together can cast stone to flesh (DC 17) once per day. These spell-like abilities function at CL 10th. Each pech must use a full-round action to take part in the casting. The save DCs are modified by the highest Charisma modifier in the group.  

Stone knowledge (Ex)   Their knowledge of earth and stone grants a +1 racial bonus on attack and damage rolls and the benefits of the Improved critical feat against creatures and objects made of stone or earth or with the earth subtype. Knowledge (dungeoneering), Knowledge (engineering) and Profession (miner) are always class skills for a pech.
ECOLOGY
Environment any underground (Plane of Earth)

Organization solitary, pair, gang (3-4), pack (5-10), or tribe (11-40 plus 50% noncombatants, 1-4 fighters of 2nd-4th level, and 1-2 druids of 2nd-4th level)

Treasure standard (masterwork heavy pick, other treasure)

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Scroll to Top