Hezrou

Hezrou

Large fiend, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10+65)
  • Speed 30 ft.
  • STR
    19 (+4)
  • DEX
    17 (+3)
  • CON
    20 (+5)
  • INT
    5 (-3)
  • WIS
    12 (+1)
  • CHA
    13 (+1)
  • Saving Throws Str +7, Con +8, Wis +4
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 8 (3,900 XP)
  • Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
  • Stench. Any creature that starts its turn within 10 feet 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 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
    A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
    A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.