Tools and Taverns
Affects species ability score bonuses: choose 2014 or 2024 rules.

Hezrou

SRD 5.2.1 (2024 rules)

Hezrou

Large Fiend (Demon), Chaotic Evil

Armor Class18
Initiative+6 (16)
Hit Points157 (15d10 + 75)
Speed30 ft.
STR19 (+4)Save +7
DEX17 (+3)Save +3
CON20 (+5)Save +8
INT5 (-3)Save -3
WIS12 (+1)Save +4
CHA13 (+1)Save +1
ResistancesCold, Fire, Lightning
ImmunitiesPoison; Poisoned
SensesDarkvision 120 ft.; Passive Perception 11
LanguagesAbyssal; telepathy 120 ft.
Challenge8 (XP 3,900; PB +3)

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. Hit: 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.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.