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Small fiend · CR 1/4

Dretch

Armor Class11
Hit Points18 (4d6+4)
Speed20 ft.
ChallengeCR 1/4 (25 XP)
STR
11
(+0)
DEX
11
(+0)
CON
12
(+1)
INT
5
(-3)
WIS
8
(-1)
CHA
3
(-4)
Resistancescold, fire, lightning
Immunitiespoison
Cond. ImmunePoisoned
Sensesdarkvision 60 ft., passive Perception 9
LanguagesAbyssal, 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. 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.

Running Dretch in an encounter

As a CR 1/4 threat worth 25 XP, Dretch is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/4 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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