D&D 5e monster · SRD 5.2
Hezrou
Large Fiend (Demon), Chaotic Evil
- Armor Class
- 18
- Hit Points
- 157 (15d10+75)
- Speed
- 30 ft.
- Initiative
- +6
- Challenge
- 8 (3900 XP)
- Proficiency Bonus
- +3
| 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
- Resistances:
- cold, fire, lightning
- Damage Immunities:
- poison
- Condition Immunities:
- poisoned
- Senses:
- darkvision 120 ft., Passive Perception 11
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 creature makes 3 attacks.
Rend. Melee Attack Roll: +7, reach 5 ft.. Hit: 1d4+4 slashing damage, plus 2d8 poison damage.
Bonus Actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.