{{monster,frame
## Hezrou
*Large Fiend, Chaotic Evil*
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**Armor Class** :: 18 (natural armor)
**Hit Points** :: 157 (15d10 + 75)
**Speed** :: 30 ft., swim 15 ft., climb 15 ft., crawl 15 ft.
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|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|17 (+3)|20 (+5)|5 (-3)|12 (+1)|13 (+1)|
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**Damage Resistances** :: Cold, Fire, Lightning
**Damage Immunities** :: Poison
**Condition Immunities** :: Poisoned
**Senses** :: passive Perception 11, darkvision 120 ft., passive Perception 11
**Languages** :: Abyssal; telepathy 120 ft.
**Challenge** :: 8 (3,900 XP)
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***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. 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.
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