Dretch

Small fiend (demon), chaotic evil

Armor Class
11 (natural armor)
Hit Points
18 (4d6 + 4)
Speed
20 ft.
STR
11 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
5 (−3)
WIS
8 (−1)
CHA
3 (−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.

Running this fight? Add the dretch to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.