Hezrou (Demone)
Hezrou (Demon)
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10+65)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | --------- | --------- | --------- | -------- | --------- | --------- | 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) |
|---|
Saving Throws Str +7, Con +8, Wis +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)
- Magic Resistance**. The hezrou has advantage on saving throws against spells and other magical effects.
**Stench**. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.
- Actions
**Multiattack**. The hezrou makes three attacks: one with its bite and two with its claws.
**Bite**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
**Claw****. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.