Size:
Small
Type:
Fiend
Form:
biped
Temper:
# App:
± 2d4 or 5d4 (in the Abyss)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
brute
Ground:
± 20
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 11
Dexterity: 11
Constitution: 12
Intelligence: 5
Wisdon: 8
Charisma: 3
Offense
Rend
Circumstance: Melee
3, reach 5 ft. (1d6 + 1) Slashing damage.
Offense
Bite
Circumstance: Melee
2 to hit, reach 5 ft., one target. (1d6) piercing damage.
Offense
Claws
Circumstance: Melee
2 to hit, reach 5 ft., one target. (2d4) slashing damage.
Action
Multiattack
The dretch makes two attacks: one with its bite and one with its claws.
Action
Fetid Cloud (1/Day)
con 11, each creature in a 10-foot Emanation [Area of Effect]|Emanation originating from the dretch. 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.
Action
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 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.
Trait
Passive Perception
9
Immunities
Damage Immunities
poison
Immunities
Condition Immunities
poisoned
Resistances
cold
fire
lightning
Senses
darkvision 60 ft.
Languages
Abyssal
telepathy 60 ft. (works only with creatures that understand Abyssal)
Environments
planar, abyss
This creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.
5e SRD
Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.
Lone dretches serve other demons or evil magic-users. They are erratic, filthy, and violent, and they demonstrate little sense of self-preservation.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Common
planar
Offense
2 claws/1 bite Attacks
Circumstance: Combat
1d4/1d4/1d4+1
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
30%
Special
At-will abilities
Can use one at a time: darkness (5-ft radius), scare (as the 2nd level magic user spell), telekinesis (as the 5th level magic user spell, up to 50 lbs), or gate (as the 9th level magic user spell) a class A demon (15% chance of success).
Special
Once per day
Can cause a stinking cloud (as the 2nd level magic user spell), and teleport without fail (as the 5th level magic user spell, but with no chance of error).
Special
Treasure
Dretch are not intelligent enough to hoard treasure socially. Individually they will carry some coinage, as follows: 3d8 cp, 3d6 sp, 2d6 ep, and 2d4 gp.
The weakest of all demonkind with a plump body, thin gangly limbs, and a squat bald head
Dretch are the weakest of all demonkind. Their appearance is almost comical, with a plump body with thin, gangly arms and legs. Their squat heads are bald and they have a slobbering, stupid visage.
Dretch usually attack in hordes, using tooth and claw in blind abandon. They also have the following special abilities which they can use at will, one at a time: darkness (5-ft radius), scare (as the 2nd level magic user spell), telekinesis (as the 5th level magic user spell, up to 50 lbs), or gate (as the 9th level magic user spell) a class A demon (15% chance of success). In addition, once per day they can cause a stinking cloud (as the 2nd level magic user spell), and teleport without fail (as the 5th level magic user spell, but with no chance of error).
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Cower
2 penalty to attack rolls. This lasts until the dretch moves from its current space, falls unconscious, or ends the effect as a free action.
Ability
Divine Innate Spells
DC 16; 3rd slow; 1st fear
Ability
Frenzied Slashes
2 penalty, all targeting the same creature. The dretch's multiple attack penalty doesn't increase until after it has made all three attacks. The dretch gains the clumsy 2 condition until the beginning of its next turn.
Ability
Rituals
DC 16; 1st abyssal pact
Ability
Sloth
At the start of each of the dretch's turns, roll 1d4. The result is the number of actions the dretch regains that turn (maximum 3). Effects like the slowed condition can further reduce their number of actions.
Ability
Vicious Criticals
A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage.
Offense
Melee
Circumstance: combat round (melee)
jaws +9 [+4/-1] (evil, magical), Damage 1d8+3 piercing plus 1d4 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
telepathy 100 feet
Perception
darkvision
Weakness
cold iron 3
good 3
Actions/Abilities/Traits: Pathfinder 2e
This creature's bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness.
5e SRD
Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.
Lone dretches serve other demons or evil magic-users. They are erratic, filthy, and violent, and they demonstrate little sense of self-preservation.
5e Tools
The weakest of all demonkind with a plump body, thin gangly limbs, and a squat bald head
Dretch are the weakest of all demonkind. Their appearance is almost comical, with a plump body with thin, gangly arms and legs. Their squat heads are bald and they have a slobbering, stupid visage.
Dretch usually attack in hordes, using tooth and claw in blind abandon. They also have the following special abilities which they can use at will, one at a time: darkness (5-ft radius), scare (as the 2nd level magic user spell), telekinesis (as the 5th level magic user spell, up to 50 lbs), or gate (as the 9th level magic user spell) a class A demon (15% chance of success). In addition, once per day they can cause a stinking cloud (as the 2nd level magic user spell), and teleport without fail (as the 5th level magic user spell, but with no chance of error).
OSRIC