Hezrou

Large fiend (demon), chaotic evil. CR 8, AC 16, 136 HP. Traits: Magic Resistance, Stench.

Armor class
16
Hit points
136
Challenge
8
Creature type
Fiend
Size
Large
Alignment
chaotic evil

Stat block

Cha
13
Con
20
Dex
17
Int
5
Str
19
Wis
12
Speed
30 ft.
Senses
darkvision 120 ft., passive Perception 11
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.
Languages
Abyssal, telepathy 120 ft.
Saving throws
STR +7, CON +8, WIS +4
Damage immunities
poison
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.
Damage resistances
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Condition immunities
Poisoned

Source and licence

From System Reference Document 5.1.

Licence: SRD (CC BY 4.0).

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.

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