Hezrou
Large Fiend chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 136 (13d10+65)
- Speed: walk 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: 5.1 SRD (2015 MM), page 271
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
17 (+3) |
20 (+5) |
5 (-3) |
12 (+1) |
13 (+1) |
- Saving Throws: Str +7, Con +8, Wis +4
- Skills:
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Abyssal, telepathy 120 ft.
Special 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.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (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.
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