Hezrou

Large Fiend (Demon), Chaotic Evil
Initiative +6 (16)
AC 18
HP 157 (15d10 + 75)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
19
+4
+7
Dex
17
+3
+3
Con
20
+5
+8

Int
5
-3
-3
Wis
12
+1
+4
Cha
13
+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.

Bonus actions

Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.

Habitat: Planar (Abyss)
Treasure: Any
Monster Manual 2024 (BR)
  1. DnD 2024 Monsters › Hezrou
Hezrou