Hezrou

Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10+65)
Speed 30ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) |
Saving Throws Str +7, Con +8, Wis +4
Damage Resistances
- cold, fire, lightning
- bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 11
Languages Abyssal, telepathy 120ft.
Challenge 8 (3,900 XP)
Traits
Magic Resistance
The hezrou has advantage on saving throws against spells and other magical effects.
Stench
Any creature that starts its turn within 10ft of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
Actions
Multiattack
The hezrou makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 15 (2d10+4) piercing damage.
Claw
Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 11 (2d6+4) slashing damage.
- name Hezrou
- type fiend
- kind demon
- ac 16
- hp 136 (13d10+65)
- size large
- alignment chaotic evil
- abilities
- name STR
- value 19
- name DEX
- value 17
- name CON
- value 20
- name INT
- value 5
- name WIS
- value 12
- name CHA
- value 13
- speed 30ft
- cr 8