Dretch
- Armor Class
- 11 (natural armor)
- Hit Points
- 18 (4d6 + 4)
- Speed
- 20 ft.
- STR 11 (+0)
- DEX 11 (+0)
- CON 12 (+1)
- INT 5 (−3)
- WIS 8 (−1)
- CHA 3 (−4)
- Damage Resistances
- cold, fire, lightning
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 9
- Languages
- Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
- Challenge
- 1/4 (50 XP)
Actions
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.