Hezrou
Large · Fiend · Chaotic Evil
HP157
AC18
CR8
Speed 30 ft.
Ability Scores
STR19 (+4)
DEX17 (+3)
CON20 (+5)
INT5 (-3)
WIS12 (+1)
CHA13 (+1)
Details
Initiative +6 (16) Saving Throws STR +7, CON +8, WIS +4 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft.
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.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.