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Dretch

CR 1/4 Small fiend with 18 HP and AC 11. Limited INT (5) and WIS (8) but STR 12 enables basic melee threat. Abyssal speech and 60-foot telepathy (Abyssal only) support demon-pack c...

Granted Features
Automatic:
Tiny fiend CR 1 with AC 13 and 25 HP; Magic Resistance grants advantage on spell saves. Low Strength (5) limits melee threat but 17 DEX enables Dex-save evasion and initiative +3. Darkvision 120 ft. and Abyssal/Common multilingualism support demon pack tactics. Hostile chaotic-evil fiend for low-level encounters or as a minion spawned by conjuration. Search fit: low-level demon, Magic Resistance, fiend pack tactics, chaotic evil minion.
Winged demon with Multiattack (Beak, two Talons, two Wings); Beak and Talons inflict piercing/slashing plus 2d6 lightning damage each. Demonic Restoration returns it to the Abyss with full HP if killed outside the Abyss. Magic Resistance grants advantage on spell saves. Spores aura (15-foot emanation) forces CON save DC 16 or 1d10 poison damage and Poisoned condition until saved. Resistant to cold, fire, lightning; immune to poison and Poisoned condition.
CR 8 Large abyssal demon with 157 HP and AC 18. STR 19, DEX 17, CON 20. Telepathy 120 ft., darkvision 120 ft. Traits: Demonic Restoration (revives in the Abyss if killed elsewhere), Magic Resistance (advantage on spell saves), Stench (120-foot aura inducing Poisoned condition). Multiattack with multiple weapon strikes. Resists cold, fire, lightning; immune to poison and Poisoned condition. Search fit: mid-level demon, magic resistance fiend, aura condition debuff.
CR 9 large fiend with 189 HP, AC 17, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. enable perception beyond darkness and illusion. Demonic Restoration revives it in the Abyss if killed outside. Can summon Dretch, Quasit, Vrock, Hezrou, Nalfeshnee, or Marilith as bonus actions (once per day each); Hezrou's Stench imposes Poisoned (CON DC 16) and Spores poison (DC 15);
CR 13 Large fiend (184 HP, AC 18) with Intelligence 19, Demonic Restoration, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. provide reconnaissance and multi-sensory awareness. Can summon five fiends: Dretches (poison cloud, halved actions), Quasits (invisibility, poison strikes), Vrocks (area spores forcing poisoned condition, stunning screech), Hezrous (triple multiattack, 2d8 poison damage per strike, stench aura), Glabrezus (spellcaster with 10-foot-reach grapple)
CR 16 fiend with 220 HP and AC 16. Highest ability scores across the board (STR 18, DEX 20, CHA 20, CON 20, INT 18, WIS 16) combined with truesight 120 ft. and telepathy 120 ft. Possesses Magic Resistance granting advantage on spell saves, Demonic Restoration for revival in the Abyss, and a Reactive trait. Initiative 10 ensures it acts early in combat. Search fit: CR 16 demon, multiattack demon lord, high-ability-score fiend, initiative control.
Huge fiend with CR 19 and 287 HP; STR 26 grants dominance in melee while INT 20 and CHA 22 enable telepathy (120 ft.) and strategic presence. Fire Aura provides ongoing area-denial damage; Death Throes and Legendary Resistance (3/day) force resource commitment. Truesight 120 ft. prevents invisibility and illusion tactics. Search fit: demon boss encounter, fiend with immunity to invisibility, chaotic evil demon commander.

Dretch. Small fiend, chaotic evil.

Languages: Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)

Small fiend · chaotic evil

AC 11 · HP 18 · Speed 20 ft., swim 10 ft., climb 10 ft. · Initiative +0

STRDEXCONINTWISCHA
Score121112583
Mod+1+0+1-3-1-4
Save+1+0+1-3-1-4

Senses darkvision 60 ft., passive Perception 9 · Challenge 1/4 (PB +2)

Resistances Cold, Fire, Lightning · Immunities Poison · Condition Immunities Poisoned

Actions

Fetid Cloud. 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.

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