This small humanoid has the same height and rough build of a dwarf, but with gangly arms and legs. Its hands are broad and its skin is ochre-colored with lighter shades on its palms and feet. Its hair is a mix of reds and light browns. Its large, bulbous eyes are stark white with no apparent pupil or iris.


XP 50 ()

NG Small

Initiative +1


AC 11

hp: 18 (4d6 + 4)

Resistance: Bludgeoning, piercing, and slashing damage from nonmagical weapons

Immunity: Petrification


Speed: 20 ft.

Multiattack: A pech attacks twice with its pick or twice with stones, or uses one spell-like ability.

Melee Attack—Pick: +6 to hit (reach 5 ft.; one creature). Hit: 1d4 + 4 piercing damage.

Ranged Attack—Stone: +3 to hit (range 30 ft./90 ft.; one creature). Hit: 1d4 + 1 bludgeoning damage.


Str 18 (+4), Dex 12 (+1), Con 12 (+1),

Int 11 (+0), Wis 12 (+1), Cha 11 (+0)

Languages: Terran, Undercommon

Skills: Perception +3, Survival +3

Senses: Darkvision 60 ft.


Earthbound: A pech has tactical disadvantage on attack rolls against targets that are entirely surrounded by an element other than earth; i.e., foes that are flying or swimming.

Light Blindness: A pech has tactical disadvantage on attack rolls and Wis (Perception) checks in bright light.

Spell-like Abilities: A pech can use the following spell-like abilities, using Wisdom as its casting ability (DC 11, attack +3). The pech doesn’t need material components to use these abilities.

4/day: stone shape, speak with stone (functions identically to speak with plants, but with stones instead)

A pech can also use the following spell-like abilities as part of a group. All members of the group must be within 20 feet of all other members of the group, and all must use an action simultaneously to trigger the spell-like effect. An individual pech can use each ability once per day. Only one pech needs to maintain concentration to keep an effect ongoing.

4 pechs: wall of stone

8 pechs: greater restoration (only to remove petrification)

Stone Knowledge: A pech’s extensive knowledge of stone gives it tactical advantage on attack rolls against creatures made of stone, earth, or clay.


Environment: , Elemental of Earth

Organization: Gang (2–4), pack (5–20), or tribe (21–40 plus 11–20 noncombatants)

A pech is a fey creature believed to have its origins on the Elemental Plane of Earth. On the Material Plane, peches dwell deep underground in places rarely seen even by dwarves, drow, or other subterranean races.

They are unexcelled as stonemasons, a talent that leads to them sometimes being employed by other subterranean races for their skill at stoneworking. Peches seek isolation for their lairs, however, and their skill at stonecarving lets them blend their dwellings into the natural surroundings so perfectly that they are almost impossible to find.

Peches never wear armor; most are arrayed in nothing more than a simple leather apron or a loincloth of brown or black fur. Peches speak Terran as their primary language, but a few in any group will also be able to communicate in Undercommon or, much more rarely, Common.

Peches are a peaceful folk. They avoid combat and hostile encounters if possible. If they are forced to fight, peches rely on their picks and their magic to dispatch opponents or to escape. Their favorite trick is to cooperate in rapidly erecting a wall of stone around attackers to trap them, or across a narrow tunnel to prevent pursuit as the peches and their families escape into the caverns they know perfectly.