Dretch
Small fiend (demon), chaotic evil
- Armor Class 11 (natural armor)
- Hit Points 18 (4d6 + 4)
- Speed 20 ft.
|
Str. |
Dex. |
Con. |
Int. |
Wis. |
Cha. |
| Score |
11 |
11 |
12 |
5 |
8 |
3 |
| Modifier |
+0 |
+0 |
+1 |
-3 |
-1 |
-4 |
| Saving Throw |
+0 |
+0 |
+1 |
-3 |
-1 |
-4 |
- Damage Resistances cold, fire, lightning
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
- Challenge 1/4 (50 XP)
Actions
Multiattack. The dretch makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.