Large Fiend (Demon), Chaotic Evil
Armor Class 18 Initiative +6 (16) Hit Points 157 (15d10 + 75) Speed 30 ft.
Saving Throws Str +7, Dex +3, Con +8, Int −3, Wis +4, Cha +1
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
Challenge Rating 8
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.
The hezrou has Advantage on saving throws against spells and other magical effects.
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.
The hezrou makes three Rend attacks.
Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
The hezrou jumps up to 30 feet by spending 10 feet of movement.