Hezrou

5e

large fiend, chaotic evil

Challenge 8 (3900 XP)

STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)

Defense

Armor Class 16 (natural)
Hit Points 136 (13d10+65)
Speed 30 ft.

Proficiencies & Senses

Saving Throws Str +7, Con +8, Wis +4
Languages Abyssal, Telepathy 120 Ft.
Darkvision 120 ft.
Passive Perception 11

Traits

Damage Resistances Cold, Fire, Lightning, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities Poison
Condition Immunities Poisoned

Traits

Magic Resistance

The hezrou has advantage on saving throws against spells and other magical effects.

Stench

Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Multiattack

The hezrou makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Reference Text

A large, toad-like demon with powerful claws and a gaping maw, surrounded by a foul stench.