Monsters
Monster
Hezrou
Large fiend (demon), chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 136 (13d10 + 65)
- Speed
- 30 ft.
- STR
- 19 (+4)
- DEX
- 17 (+3)
- CON
- 20 (+5)
- INT
- 5 (-3)
- WIS
- 12 (+1)
- CHA
- 13 (+1)
- Saving Throws
- Str +7, Con +8, Wis +4
- Damage Resistances
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Abyssal, telepathy 120 ft.
- Challenge
- 8 (3,900 XP)
- Proficiency Bonus
- +3
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.