Hezrou
Hezrou
Large fiend, 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 weapons
- 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.
- Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.