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D&D 5th Edition

Compendium

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Dretch

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Actions

Multiattack: The dretch makes two attacks: one with its bite and one with its claws.

BiteMelee 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.

Attributes

Dretch

Small fiend (demon), Chaotic Evil
  • 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 Resistance 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: (1d6) piercing damage.
  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (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.