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...
- AC
- 18
- STR
- 19
- DEX
- 17
- CON
- 20
- INT
- 5
- WIS
- 12
- CHA
- 13
- Multiattack
- Rend +7 1d4+4 slashing reach 5 ft
- 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