# Dretch *Small* *Fiend* *chaotic evil* - **Armor Class:** 11 (natural armor) - **Hit Points:** 18 (4d6+4) - **Speed:** walk 20 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** 5.1 SRD (2015 MM), page 270 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** cold, fire, lightning - **Condition Immunities:** poisoned - **Senses:** darkvision 60 ft., passive Perception 9 - **Languages:** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) ### 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.