Basic Stats
AC: 18
Initiative: +6 (+16)
Hit Points: 157 (15d10 + 75)
Speed: 30 ft.
CR: 8 (XP 3,900; PB +3)
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
|
19 +4 |
17 +3 |
20 +5 |
5 -3 |
12 +1 |
13 +1 |
| Save: +7 | Save: +3 | Save: +8 | Save: -3 | Save: +4 | Save: +1 |
Additional Stats
Senses:
Darkvision 120 ft.; Passive Perception 11
Languages:
Abyssal; telepathy 120 ft.
Resistances:
Cold, Fire, Lightning
Immunities:
Poison
Condition Immunities:
Poisoned
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.
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.
Tags & Categories
Tags:
Hezrou
Demon
Environments:
None
Source Information
Source: SRD 5.2
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode