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Dretch
Source: SRD / Basic Rules
title: Dretch

*Small fiend (demon), Chaotic Evil*
- **Armor Class** 11 (natural armor)
- **Hit Points** 18 (`4d6 + 4`)
- **Speed** 20 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|11 (+0)|11 (+0)|12 (+1)| 5 (-3)| 8 (-1)| 3 (-4)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** ⏤
- **Senses** darkvision 60 ft., passive Perception 9
- **Damage Resistances** cold, fire, lightning
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
- **Challenge** 1/4
## 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](rules/conditions.md#poisoned) until the start of its next turn. While [poisoned](rules/conditions.md#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.
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