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Hezrou (Demone)

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Versione del 3 lug 2026 alle 08:21 di Admin (discussione | contributi) (Import Monsters_batch2: Hezrou (Demon))
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      1. 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.
            1. 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.
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