### Dretch (Demon) *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) | **Damage Resistances** 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:* 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.