Hezrou

Large Fiend (Demon), Chaotic Evil

Armor Class 18   Initiative +6 (16)   Hit Points 157 (15d10 + 75)   Speed 30 ft.

STR19 (+4)
DEX17 (+3)
CON20 (+5)
INT5 (-3)
WIS12 (+1)
CHA13 (+1)

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

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 hezrou makes three Rend attacks.

Rend

Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.

Bonus Actions

Leap

The hezrou jumps up to 30 feet by spending 10 feet of movement.

Use the Hezrou in your game
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