Dretch
Small Fiend (demon), chaotic evil
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.
Quick Reference
Running This Encounter
Dretches are weak but unpredictable fiends that shine in groups or as minions for more powerful demons. Their low intelligence and chaotic nature make them perfect for comedic or frustrating encounters where they cause minor havoc through sheer demonic spite rather than tactical prowess. Use them to harass the party, destroy supplies, or create distractions while stronger enemies close in. Their weakness encourages players to focus fire and feel effective, making them ideal encounter filler.
Combat Tactics
Dretches attack with claws and bites, prioritizing whoever is closest rather than employing strategy. They favor using their Scream ability to frighten and disorient enemies before wading into melee, dealing modest damage but hoping to disrupt the party's formations. These demons lack the intelligence for complex tactics and will fight until destroyed, making them predictably aggressive.
Environment & Setting
Dretches thrive in the Abyss, infernal chasms, and corrupted dungeons where demonic influence permeates the area. They are equally at home in cramped underground caverns, swamps, or caves where their small size gives them an advantage navigating tight spaces.