Hezrou

Large fiend, chaotic evil

Challenge:

8 /

XP:

3900

Armor Class:

16 (Natural Armor)

Hit Points:

136 (13d10 + 65)

Speed:

30
StrDexConIntWisCha
+19+17+20+5+12+13

Saving Throws:

Str: 7, Con: 8, Wis: 4

Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

Abyssal, Telepathy 120 ft.

Damage Immunities:

Poison

Condition Immunities:

Poisoned

Traits

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.

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