Hezrou

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Description

Large Fiend (Demon), Chaotic Evil

Statistics

  • Armor Class: 18
  • Hit Points: 157 (15d10 + 75)
  • Initiative: +6 (score 16)
  • Speed: Walk 30 ft.
  • Challenge: CR 8, 3,900 XP, proficiency bonus +3

Abilities

  • Strength: 19 (+4); save +7
  • Dexterity: 17 (+3); save +3
  • Constitution: 20 (+5); save +8
  • Intelligence: 5 (-3); save -3
  • Wisdom: 12 (+1); save +4
  • Charisma: 13 (+1); save +1

Defenses

  • Damage Resistances: Cold, Fire, Lightning
  • Damage Immunities: Poison
  • Condition Immunities: Poisoned

Senses and Languages

  • Senses: Darkvision 120 ft.; Passive Perception 11
  • Languages: Abyssal; telepathy 120 ft.

Traits

Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.

Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn.

Actions

Multiattack. The hezrou makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.

Bonus Actions

Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.

Source

  • Document: System Reference Document 5.2.1
  • Version: 5.2.1
  • License: CC-BY-4.0
  • Pages: 298
  • URL: https://www.dndbeyond.com/srd