Hezrou
No image available for this monster.
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
NoneOther Information
Languages: Abyssal, telepathy 120 ft.
Challenge Rating: 8
Proficiency Bonus: 3
XP: 3900