Hezrou

Large / fiend / Chaotic Evil / CR 8

Armor Class18
Hit Points157 (15d10 + 75)
Speed30 ft
Challenge8
Proficiency-
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1
Saving Throws

Strength +7, Constitution +8, Wisdom +4

Initiative

+6

Senses

Darkvision 120 ft

Languages

Abyssal

Damage resistances

Cold, Fire, Lightning

Damage immunities

Poison

Condition immunities

Poisoned

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 (other than a hezrou) 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.
Success: The target is immune to the Stench of all hezrou for 1 hour.

Actions

Multiattack

action

The hezrou makes three Rend attacks.

Rend

action

Melee Weapon Attack: +7 to hit, reach 5 ft.. Hit: 6 (1d4 + 4) slashing plus 9 (2d8) poison damage.

Bonus Actions

Leap

bonus

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

Creature Rules

Hezrou