✦ Creature Codex✦
Hezrou
CR 8 Large Fiend (Demon)
Hezrou
AC18
Initiative+3 (13)
HP157 (15d10 + 75)
Speed30 ft.
| mod | save | ||
|---|---|---|---|
| Str | 19 | +4 | +7 |
| Dex | 17 | +3 | +3 |
| Con | 20 | +5 | +8 |
| mod | save | ||
|---|---|---|---|
| Int | 5 | -3 | -3 |
| Wis | 12 | +1 | +4 |
| Cha | 13 | +1 | +1 |
ResistancesCold, Fire, Lightning
ImmunitiesPoison; Poisoned
SensesDarkvision 120 ft.; Passive Perception 11
LanguagesAbyssal; telepathy 120 ft.
CR8 (XP 3,900; PB +3)
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.
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.
Leap.The hezrou jumps up to 30 feet by spending 10 feet of movement.
SRD 5.2.1 material by Wizards of the Coast LLC, licensed under CC BY 4.0. Reformatted for display.