rpg—rules

monster

Hezrou

Large Fiend (Demon), Chaotic Evil

Armor Class
18
Hit Points
157 (15d10 + 75)
Challenge rating
8
CHA
13 (+1)
CON
20 (+5)
DEX
17 (+3)
INT
5 (-3)
STR
19 (+4)
WIS
12 (+1)

Large Fiend (Demon), Chaotic Evil

AC 18 · Initiative +6 (16)

HP 157 (15d10 + 75)

Speed 30 ft.

Ability Score Mod Save
Str 19 +4 +7
Dex 17 +3 +3
Con 20 +5 +8
Int 5 −3 −3
Wis 12 +1 +4
Cha 13 +1 +1

Resistances Cold, Fire, Lightning

Immunities Poison; Poisoned

Senses Darkvision 120 ft.; Passive Perception 11

Languages Abyssal; telepathy 120 ft.

CR 8 (XP 3,900; PB +3)

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.

Source · SRD 5.2.1 · page 298