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Dretch 2014

CR 1/4 fiend

Small fiend, chaotic evil


Armor Class
11 (natural armor)
Hit Points
13
Speed
20 ft.

STR14 (+2)
DEX10 (+0)
CON12 (+1)
INT4 (-3)
WIS8 (-1)
CHA2 (-4)

Saving Throws
Strength +2, Dexterity +0, Constitution +1, Intelligence -3, Wisdom -1, Charisma -4
Skills
Resistances
Demonic Resilience
Damage Immunities
Demonic Resilience
Senses
darkvision 60 ft., passive Perception 9
Languages
Abyssal
Challenge
1/4 (50 XP) · Proficiency Bonus +2

Abyssal Rejuvenation.

Unlike other outsiders, a dretch that dies in its home plane of the Abyss is restored in a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears in a random location in the Abyss. Only sprinkling holy water on the dretch's remains can prevent this trait from functioning.

Demonic Resilience.

The dretch is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.

Actions

Claws.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage plus 2 (1d4) poison damage.

Bonus Actions

Fetid Cloud (1/Day).

A 10-foot radius cloud of disgusting green gas extends out from the dretch, moves with it, and spreads around corners. The cloud's area is lightly obscured and lasts 1 minute or until a strong wind disperses it. A creature that starts its turn in the cloud must succeed on a DC 11 CON save or be poisoned until the start of its next turn. While poisoned in this way, a creature can take either an action or a bonus action on its turn, not both, and can't take reactions.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details