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Hezrou

D&D 5e · 2014·Large Fiend (demon)·Chaotic Evil

Armor class
16natural armor
Hit points
13613d10+65
Challenge
83,900 XP
Proficiency
+3

Speed 30 ft.

Ability scores, modifiers and saving throws
MeasureStrDexConIntWisCha
Score19172051213
Mod+4+3+5-3+1+1
Save+7+3+8-3+4+1
Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal, telepathy 120 ft.

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.

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Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Stat blocks were structured and tagged by JustRoll from the Open5e transcription, then checked against the official document; values that differed were corrected from it.

Creative Commons Attribution 4.0