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Hezrou

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Basic

Size: Large

Type: fiend

Alignment: chaotic evil

Health

Hit Points: 136

Hit Dice: 13d10

HP Roll: 13d10+65

Armor

Type: natural

Value: 16

Movement

Walk: 30 ft.

Fly: None

Swim: None

Ability Scores

Strength: 19

Dexterity: 17

Constitution: 20

Intelligence: 5

Wisdom: 12

Charisma: 13

Proficiencies

  • Saving Throw: STR: +7
  • Saving Throw: CON: +8
  • Saving Throw: WIS: +4

Senses

  • darkvision: 120 ft.
  • passive_perception: 11

Damage Vulnerabilities

None

Damage Resistances

  • cold
  • fire
  • lightning
  • bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

  • poison

Condition Immunities

  • Poisoned

Special Abilities

  • 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.
    • DC Type: CON
    • DC Value: 14
    • Success Type: None

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

Legendary Actions

None

Other Information

Languages: Abyssal, telepathy 120 ft.

Challenge Rating: 8

Proficiency Bonus: 3

XP: 3900