Hezrou
5.5elarge fiend, chaotic evil
Defense
Proficiencies & Senses
Traits
Traits
Demonic Restoration
If the monster 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 monster has Advantage on saving throws against spells and other magical effects.
Stench
Constitution Saving Throw: DC 16, any creature (other than the monster) that starts its turn in a 10-foot Emanation originating from the monster. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to the Stench of all monsters for 1 hour.
Actions
Multiattack
The monster makes three Rend attacks.
Rend
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8+4) slashing damage plus 9 (2d8) poison damage.
Leap (Bonus Action)
The monster jumps up to 30 feet by spending 10 feet of movement.
Reference Text
Hezrou are massive, toad-like demons that dwell in the Abyss. They are chaotic evil and possess a foul stench.