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