Large demon with AC 18 and 157 HP; STR 19 and CON 20 enable heavy melee threat. Demonic Restoration returns it to the Abyss with full health if killed outside. Magic Resistance gra...
Granted Features
Automatic:
CR 1/4 fiend with 18 HP and AC 11; low DEX (11) and WIS (8) limit offense and awareness. Abyssal telepathy at 60 feet provides squad communication even if the dretch cannot speak clearly. Darkvision and weakness to most saves make it a fragile front-line summon or trap encounter. Search fit: low-level demon minion, first-encounter fiend, Abyssal communication.
Tiny fiend CR 1 with AC 13 and 25 HP; Magic Resistance grants advantage on spell saves. Low Strength (5) limits melee threat but 17 DEX enables Dex-save evasion and initiative +3. Darkvision 120 ft. and Abyssal/Common multilingualism support demon pack tactics. Hostile chaotic-evil fiend for low-level encounters or as a minion spawned by conjuration. Search fit: low-level demon, Magic Resistance, fiend pack tactics, chaotic evil minion.
Winged demon with Multiattack (Beak, two Talons, two Wings); Beak and Talons inflict piercing/slashing plus 2d6 lightning damage each. Demonic Restoration returns it to the Abyss with full HP if killed outside the Abyss. Magic Resistance grants advantage on spell saves. Spores aura (15-foot emanation) forces CON save DC 16 or 1d10 poison damage and Poisoned condition until saved. Resistant to cold, fire, lightning; immune to poison and Poisoned condition.
CR 9 large fiend with 189 HP, AC 17, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. enable perception beyond darkness and illusion. Demonic Restoration revives it in the Abyss if killed outside. Can summon Dretch, Quasit, Vrock, Hezrou, Nalfeshnee, or Marilith as bonus actions (once per day each); Hezrou's Stench imposes Poisoned (CON DC 16) and Spores poison (DC 15);
CR 13 Large fiend (184 HP, AC 18) with Intelligence 19, Demonic Restoration, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. provide reconnaissance and multi-sensory awareness. Can summon five fiends: Dretches (poison cloud, halved actions), Quasits (invisibility, poison strikes), Vrocks (area spores forcing poisoned condition, stunning screech), Hezrous (triple multiattack, 2d8 poison damage per strike, stench aura), Glabrezus (spellcaster with 10-foot-reach grapple)
CR 16 fiend with 220 HP and AC 16. Highest ability scores across the board (STR 18, DEX 20, CHA 20, CON 20, INT 18, WIS 16) combined with truesight 120 ft. and telepathy 120 ft. Possesses Magic Resistance granting advantage on spell saves, Demonic Restoration for revival in the Abyss, and a Reactive trait. Initiative 10 ensures it acts early in combat. Search fit: CR 16 demon, multiattack demon lord, high-ability-score fiend, initiative control.
Huge fiend with CR 19 and 287 HP; STR 26 grants dominance in melee while INT 20 and CHA 22 enable telepathy (120 ft.) and strategic presence. Fire Aura provides ongoing area-denial damage; Death Throes and Legendary Resistance (3/day) force resource commitment. Truesight 120 ft. prevents invisibility and illusion tactics. Search fit: demon boss encounter, fiend with immunity to invisibility, chaotic evil demon commander.
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.
Actions
Multiattack.The hezrou makes three Rend attacks.
Rend.Melee Attack Roll: +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.