Hezrou

Large fiend (demon), chaotic evil
Armor Class
16 (natural armor)
Hit Points
136 (13d10 + 65)
Speed
30 ft.
  • STR 19 (+4)
  • DEX 17 (+3)
  • CON 20 (+5)
  • INT 5 (−3)
  • WIS 12 (+1)
  • CHA 13 (+1)
Saving Throws
Str +7, Con +8, Wis +4
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal, telepathy 120 ft.
Challenge
8 (3,900 XP)

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.

Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.