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66 lines
2.1 KiB
Markdown
66 lines
2.1 KiB
Markdown
---
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!MonsterItem
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Family: MonsterVO
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Type: fiend (demon)
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Size: Small
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Alignment: chaotic evil
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ArmorClass: 11 (natural armor)
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HitPoints: 18 (4d6 + 4)
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Speed: 20 ft.
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Strength: 11 (+0)
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Dexterity: 11 (+0)
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Constitution: 12 (+1)
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Intelligence: ' 5 (-3)'
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Wisdom: ' 8 (-1)'
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Charisma: ' 3 (-4)'
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DamageImmunities: poison
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ConditionImmunities: poisoned
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DamageResistances: cold, fire, lightning
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Senses: darkvision 60 ft., passive Perception 9
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Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
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Challenge: 1/4 (50 XP)
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Id: monsters_vo.md#dretch
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Dretch
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Dretch](hd_monsters_dretch.md)'
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Attributes: {}
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Dretch
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- CEO: [Dretch](hd_monsters_dretch.md)
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- Small fiend (demon), chaotic evil
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- **Armor Class** 11 (natural armor)
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- **Hit Points** 18 (4d6 + 4)
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- **Speed** 20 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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|11 (+0)|11 (+0)|12 (+1)| 5 (-3)| 8 (-1)| 3 (-4)|
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- **Senses** darkvision 60 ft., passive Perception 9
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- **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
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- **Challenge** 1/4 (50 XP)
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- **Damage Immunities** poison
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- **Damage Resistances** cold, fire, lightning
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- **Condition Immunities** poisoned
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## Special Features
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**_Multiattack_**. The dretch makes two attacks: one with its bite and one with its claws.
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**_Bite_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
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_Hit_: 3 (1d6) piercing damage.
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**_Claws_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
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_Hit_: 5 (2d4) slashing damage.
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**_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.
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