Hezrou

Large fiend (demon), 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 Resistance Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • 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: (2d10 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (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.