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Monsters

Hezrou

Multiattack with three Rend strikes each dealing 1d4+4 slashing plus 2d8 poison damage; AC 18 with 157 HP. Stench aura (10-foot emanation) forces CON save DC 16 or targets gain Poi...

CR 8
AC
18
STR
19
DEX
17
CON
20
INT
5
WIS
12
CHA
13
Speed30 ft, swim 15 ft, climb 15 ft
Actions
  • Multiattack
  • Rend +7 1d4+4 slashing reach 5 ft
Granted Features
Automatic:
Type
Large fiend
CR
8
AC
18
STR
19
DEX
17
CON
20
INT
5
WIS
12
CHA
13
Alignment
chaotic evil

Special Abilities

  • Demonic Restoration

    If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

  • Magic Resistance

    The hezrou has Advantage on saving throws against spells and other magical effects.

  • Stench

    Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn.

Hezrou. Large fiend, chaotic evil.

Languages: Abyssal; telepathy 120 ft.

Traits: Demonic Restoration; Magic Resistance; Stench