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Dretch

Dretch
  • Size: Small
  • Type: Fiend (Demon)
  • Alignment: Chaotic Evil
  • AC: 11
  • Initiative: +0 (10)
  • HP: 18 (4d6+4)
  • Speed: 20 ft
ATTRVALMODSAVE
STR12+1+1
DEX11+0+0
CON12+1+1
INT5-3-3
WIS8-1-1
CHA3-4-4
  • 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.

Lore & Background

Dretches are among the weakest and most numerous demons in the Abyss, serving as cannon fodder in the endless Blood War and as servants to more powerful fiends. These bloated, disgusting creatures represent the basest aspects of chaotic evil, embodying gluttony, cowardice, and mindless destruction. Despite their low status in the demonic hierarchy, dretches are dangerous in groups and serve important roles in demonic society as spies, messengers, and expendable troops.

Created from the souls of mortals who lived lives of pure selfishness and cruelty, dretches retain little of their former intelligence or personality. They exist in a state of constant hunger and rage, driven by base instincts and the commands of their demonic superiors. Their transformation into dretches represents the ultimate degradation of the soul, stripped of all nobility and reduced to pure malevolent appetite.

These demons are often the first supernatural threats that adventurers encounter when dealing with demonic incursions, as they are frequently summoned by cultists or emerge through small planar rifts. Their weakness makes them ideal test subjects for aspiring summoners, though their chaotic nature means they can never be truly trusted or controlled.

Combat Tactics

Dretches are cowardly combatants who prefer to attack in overwhelming numbers or alongside more powerful allies. They use their fear aura to weaken enemies before closing to melee range, relying on their claws and bite to deal damage while their poisonous gas creates additional battlefield control. Their primary tactic is to swarm enemies and overwhelm them through sheer numbers.

These demons are not tactically sophisticated, but they possess enough cunning to use basic ambush tactics and to flee when the battle turns against them. They often serve as distractions or sacrificial troops, drawing enemy attention while more dangerous demons position themselves for devastating attacks.

When facing superior opponents, dretches attempt to use their environment to their advantage, hiding in difficult terrain or using their small size to access areas where larger creatures cannot follow. They are particularly dangerous in confined spaces where their poisonous gas can affect multiple enemies simultaneously.

Encounter Ideas

The Demonic Infestation: Dretches have begun appearing in increasing numbers around a small town, suggesting a larger demonic presence or a weakening of planar barriers.

The Summoner's Mistake: An inexperienced cultist has summoned more dretches than they can control, and the demons are now running amok while their summoner hides in terror.

The Advance Guard: Dretches serve as scouts and advance troops for a larger demonic invasion, gathering intelligence and softening defenses before more powerful demons arrive.

The Corruption Spreaders: Dretches are systematically corrupting a natural area or sacred site, their presence slowly transforming the environment into a reflection of the Abyss.

Environmental Effects

Abyssal Taint: Areas where dretches congregate become corrupted by chaotic evil energy, with plants withering and water sources becoming foul and poisonous.

Foul Atmosphere: The demons' presence fills the air with noxious odors and toxic gases that make the environment uncomfortable for most living creatures.

Planar Weakness: Large groups of dretches can weaken the barriers between planes, making it easier for other demons to enter the material plane.

Moral Corruption: The dretches' presence can influence weak-willed individuals toward acts of selfishness and cruelty.

Treasure

Demonic Components: Parts of dretches can be used in creating items that protect against demons or in summoning rituals, though handling them requires extreme caution.

Corrupted Items: Objects that have been tainted by prolonged exposure to demonic energy, gaining minor magical properties related to fear or poison.

Summoning Materials: Components and tools used by those who summoned the dretches, including ritual circles, binding materials, and demonic texts.

Stolen Goods: Items taken from the dretches' victims, often damaged or corrupted but sometimes retaining their original value.

Plot Hooks

The Demonic Plague: Dretches are spreading a supernatural disease that transforms victims into more dretches, creating a growing threat that requires both combat and magical intervention.

The Cult Recruitment: Dretches are being used to identify and recruit potential cultists, targeting individuals with weak moral foundations or desperate circumstances.

The Planar Rift: A permanent portal to the Abyss is allowing dretches to enter the material plane in unlimited numbers, and closing it requires understanding its origin and nature.

The Redemption Experiment: A powerful cleric or wizard believes that dretches can be purified and returned to their original mortal forms, but the process is dangerous and morally complex.