Free interactive D&D 5e SRD stat block

Dretch

Small Fiend, CR 1/4, AC 11, 18 HP. Chaotic Evil.

Small Fiend (Demon), Chaotic Evil

AC
11
Initiative
+0 (10)
HP
18 (4d6+4)
Speed
20 ft.
ScoreModSave
STR 12 +1 +1
DEX 11 +0 +0
CON 12 +1 +1
INT 5 -3 -3
WIS 8 -1 -1
CHA 3 -4 -4
Resistances
Cold, Fire, Lightning
Immunities
Poison, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
CR
1/4 (XP 50; PB +2)

Actions

Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6+1) Slashing damage.

Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.

How to run Dretch

A dretch on its own is a speed bump. A dretch in a pack of six in front of something worse is a real encounter. They exist to clog the front line, soak attacks of opportunity, and burn one of the party's spell slots on Fetid Cloud control before the actual demons arrive.

Run them as a pile. Five or six dretches at AC 11 and 18 HP each will eat about two rounds of party damage, which is two rounds the glabrezu or hezrou behind them gets to set up. Open with Fetid Cloud from one or two of them, ideally placed so the 10-foot Emanation catches three or four PCs at once. DC 11 Con is low enough that fighters and barbarians shrug, but the wizard and the rogue both need to roll. A failed save means action OR bonus action that turn, plus no reactions, which kills counterspells and shield castings.

After the cloud, dretches slap with Rend and absorb hits. Their resistances to Cold, Fire, and Lightning matter, since the party caster who reaches for an area spell loses half its value. Force the wizard to choose between hitting the dretches or the actual threat. Don't run the dretches as cowards in a pack; they are loud and stupid and slow at 20 ft. of walking speed, but they swarm because their abyssal lord told them to.

If the party engages the dretches and ignores the bigger demon, that is correct play and you should reward it by letting them clear the line. If they ignore the dretches, the dretches grapple and slow them while the real threat moves up. Either way, the dretches die. Their job is to spend the party's resources before they go.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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