Eletch (Water Element Dretch)
Small Elemental (Chaotic, Evil, Water)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 20 ft., swim 90 ft.
AC: 16 (+1 size, +5 natural)
Attacks: 2 claws +3 melee, bite +1 melee
Damage: Claw 1d4, bite 1d4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Drench, spell-like abilities, summon eletch, water mastery
Special Qualities: Cold, fire, and acid resistance 20, damage reduction 5/silver, darkvision 60 ft., elemental, SR 5, telepathy
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11
Skills: Swim +8
Feats: Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), swarm (6-15), or mob (10-40)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 3-6 HD (Small)
In ages past, a Demon Lord sold several lesser demons, known as dretch, to an evil Water Elemental Lord on the Plane of Water in payment for a magical artifact that the Water Lord procured for the demon so he could improve his place in the Blood War. As with everything that deals with demons and the Blood War, change swept through the Demon Lord’s court taking him with it.
The end result is that the artifact was lost to time and the dretch sold to the Elemental Lord had their makeup exposed to the nature of the Elemental Plane of Water and transformed. While these creatures, now known as eletches, are still dretch-like and utterly evil they have become powerful elementals in the service of the evil Water Lord, spreading terror and death across the Elemental Planes, against the lords enemies, and beyond.
Eletch speak Infernal, Celestial, and Aquan.
Combat
Drench (Ex): The eletch’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a 2nd-level sorcerer. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Spell-Like Abilities: At will–darkness, scare, and telekinesis; 1/day–stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).
Summon Demon (Sp): Once per day an eletch can attempt to summon another eletch with a 35% chance of success.
Telepathy (Su): Eletches can communicate telepathically with creatures within 100 feet that speak Abyssal.
Water Mastery (Ex): An eletch gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or eletch is land-bound, the eletch suffers a -4 penalty on attack and damage rolls.
Skills: An eletch's Swim speed gives it a +8 racial bonus to Swim checks.