SRD 5.2 SRD 5.2.1 (current printing)

SRD 5.1 SRD 5.1

Hezrou

Large Fiend, Chaotic Evil

AC 18 (natural armor)

Initiative +6

HP 157 (15d10 + 75)

Speed 30 ft., swim 15 ft., climb 15 ft., crawl 15 ft.

STR DEX CON INT WIS CHA
Score
Save
Resistances
Cold, Fire, Lightning
Immunities
Poison
Condition Immunities
Poisoned
Senses
passive Perception 11, darkvision 120 ft.
Languages
Abyssal; telepathy 120 ft.
CR
8 (3,900 XP)

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

The hezrou makes three Rend attacks.
Melee Attack Roll: , reach 5 ft. .

Bonus Actions

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

Monster Weaknesses adds Weaknesses to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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