For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Demonic Restoration --repeating_npctrait_-CREATE_description|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.
!setattr --sel --repeating_npctrait_-CREATE_name|Magic Resistance --repeating_npctrait_-CREATE_description|The hezrou has Advantage on saving throws against spells and other magical effects.
!setattr --sel --repeating_npctrait_-CREATE_name|Stench --repeating_npctrait_-CREATE_description|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.
!setattr --sel --repeating_npcaction_-CREATE_name|Multiattack --repeating_npcaction_-CREATE_description|The hezrou makes three Rend attacks.
!setattr --sel --repeating_npcbonusaction_-CREATE_name|Leap --repeating_npcbonusaction_-CREATE_description|The hezrou jumps up to 30 feet by spending 10 feet of movement.
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
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Weaknesses
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