Hezrou

Large fiend (demon), chaotic evil

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.

For basic lore see Demons


Hezrou image

Basic Character Attributes

Attribute STR DEX CON INT WIS CHA
Value 19 17 20 5 12 13
Modifier +7 +0 +7 -2 +1 +2

Armor Class: 16 (natural armor)

Hit Points: 136 (13d10 + 65)

Speed: 30 ft.

Saving Throws: Str +7, Con +8, Wis +4

Damage Resistances: cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons

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.