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.