Monsterbrew

SRD

Hezrou

large fiend, chaotic evil

AC 18 (natural armor)

Initiative +3 (13)

HP 157 (15d10 + 75)

Speed 30 ft.

ModSaveSTR19+4+7DEX17+3+3CON20+5+8
ModSaveINT5-3-3WIS12+1+4CHA13+1+1

Resistances cold, fire, lightning

Immunities poison, poisoned

Senses Darkvision 120 ft. Passive Perception 11

Languages Abyssal, telepathy 120 ft.

CR 8 (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.

Hezrou is from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License. Full attribution is on the Licenses & Attribution page.