Hezrou

Demon

Large fiend (demon), chaotic evil

Armour Class: 16 (natural armour)
Hit Points: 136 (13d10 + 65)
Speed: 30 ft.

STRDEXCON
19 (+4)17 (+3)20 (+5)
INTWISCHA
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 120 ft., passive Perception 11
Languages: Abyssal, telepathy 120 ft.
Challenge: 8 (3,900 XP)


Abilities

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.

Claw – Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.