Dretch

Dretch

Small fiend (demon), chaotic evil

¼
Challenge Rating
25 XP

A Dretch is a small, grotesque demon from the Abyss, the chaotic and evil plane of existence. It is one of the weakest forms of demons, often considered to be the lowest in the demonic hierarchy.

Dretches have a repulsive appearance, resembling a malformed humanoid creature with leathery, mottled skin and hunched posture. They stand about 4 feet tall, with bloated bodies, spindly limbs, and a hulking, misshapen head. Their faces are twisted and distorted, with wide mouths filled with jagged teeth and tiny, lifeless eyes.

These demons are driven by a feral and insatiable hunger, often consuming anything they can find, including carrion and refuse. Despite their limited intelligence, Dretches possess a rudimentary understanding of demonic magic, allowing them to unleash minor spells or supernatural abilities.

In combat, Dretches rely on their sharp claws and teeth to tear into their foes. However, they are relatively weak and easily overwhelmed by more skilled or powerful adversaries. They are often used as cannon fodder by higher-ranking demons or summoned by dark magic users to serve as disposable minions.

Dretches are typically found in the service of more powerful demons or lurking in the lower planes, ready to answer the call of their infernal masters. They are driven by instinctual urges and a primal desire to cause chaos and destruction.

Encountering a Dretch can be a harrowing experience, as they are unpredictable and driven by their base desires. While individually they pose little threat, their presence often indicates the presence of more powerful and dangerous demonic forces lurking nearby.

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.
Armor Class: 11 (natural armor)
Hit Points: 18 (4d6+4)
Speed: 20 ft. (walk)
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

  • Passive Perception: 9
  • Darkvision: 60′
Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Credits: SRD 5.1