Library / Bestiary

Hezrou

CR 8.00 fiend chaotic evil Large
Hezrou is a large chaotic evil fiend.

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.

STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)
HP
157 (15d10 + 75)
AC
18 (natural armor)
Speed
30 ft.

poison

cold, fire, lightning

poisoned

Details
Type
fiend
Alignment
chaotic evil
Size
Large
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal; telepathy 120 ft.
Source
System Reference Document 5.2.1