← Monsters

Dretch

Small Fiend chaotic evil

Armour class
11
Hit points
18 (4d6+4)
Speed
walk 20 ft.
Challenge
1/4
  • STR 11 (+0)
  • DEX 11 (+0)
  • CON 12 (+1)
  • INT 5 (-3)
  • WIS 8 (-1)
  • CHA 3 (-4)
Senses
darkvision 60 ft., passive Perception 9
Languages
Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

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. 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.

Multiattack. The dretch makes two attacks: one with its bite and one with its claws.

System Reference Document 5.1 · Creative Commons Attribution 4.0

Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.