---
!MonsterItem
Family: MonsterVO
Type: fiend (demon)
Size: Small
Alignment: chaotic evil
ArmorClass: 11 (natural armor)
HitPoints: 18 (4d6 + 4)
Speed: 20 ft.
Strength: 11 (+0)
Dexterity: 11 (+0)
Constitution: 12 (+1)
Intelligence: ' 5 (-3)'
Wisdom: ' 8 (-1)'
Charisma: ' 3 (-4)'
DamageImmunities: poison
ConditionImmunities: poisoned
DamageResistances: cold, fire, lightning
Senses: darkvision 60 ft., passive Perception 9
Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Challenge: 1/4 (50 XP)
Id: monsters_vo.md#dretch
ParentLink: monsters_vo.md#monsters-npc-and-animals
Name: Dretch
ParentName: Monsters, NPC and Animals
NameLevel: 1
AltName: '[Dretch](hd_monsters_dretch.md)'
Attributes: {}
---
> [Monsters, NPC and Animals](srd_monsters.md)

---

# Dretch

- CEO: [Dretch](hd_monsters_dretch.md)
-  Small fiend (demon), chaotic evil
- **Armor Class** 11 (natural armor)
- **Hit Points** 18 (4d6 + 4)
- **Speed** 20 ft.

|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|11 (+0)|11 (+0)|12 (+1)| 5 (-3)| 8 (-1)| 3 (-4)|

- **Senses** darkvision 60 ft., passive Perception 9
- **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
- **Challenge** 1/4 (50 XP)
- **Damage Immunities** poison
- **Damage Resistances** cold, fire, lightning
- **Condition Immunities** poisoned

## Special Features

**_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.

