Hezrou
Hezrou is a large chaotic evil fiend.
Fiends are creatures tied to terrifying Lower Planes, such as balors and hell hounds.
Movement: walk 30 ft. • Senses: darkvision 120 ft., telepathy 120 ft.
Signature traits include Demonic Restoration, Magic Resistance, Stench.
Traits
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.
Bonus Actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.
- HP
- 157 (15d10 + 75)
- AC
- 18 (natural armor)
- Speed
- 30 ft.
poison
cold, fire, lightning
poisoned
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