Hezrou
Demon
Large fiend (demon), chaotic evil
Armour Class: 16 (natural armour)
Hit Points: 136 (13d10 + 65)
Speed: 30 ft.
STR | DEX | CON |
19 (+4) | 17 (+3) | 20 (+5) |
INT | WIS | CHA |
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.