Talewrite

Hezrou

Large fiend, chaotic evil · 2024 rules, SRD 5.2

Armor Class
18
Hit Points
157 (15d10+75)
Speed
30 ft.
STRDEXCONINTWISCHA
19 (+4)17 (+3)20 (+5)5 (-3)12 (+1)13 (+1)
Saving Throws
STR +7, CON +8, WIS +4
Senses
darkvision 120 ft., passive perception 11
Languages
Abyssal; telepathy 120 ft.
Challenge
8 (3,900 XP)

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.
Leap (bonus action). The hezrou jumps up to 30 feet by spending 10 feet of movement.

Also in the 2014 rules (SRD 5.1).

This page includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).