Hezrou
D&D 5e · 2024·Large Fiend (Demon)·Chaotic Evil
- Armor class
- 18
- Hit points
- 15715d10 + 75
- Challenge
- 83,900 XP
- Proficiency
- +3Initiative +6
Speed 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 19 | 17 | 20 | 5 | 12 | 13 |
| Mod | +4 | +3 | +5 | -3 | +1 | +1 |
| Save | +7 | +3 | +8 | -3 | +4 | +1 |
- Resistances
- Cold, Fire, Lightning
- Damage immunities
- Poison
- Condition immunities
- Poisoned
- Senses
- Darkvision 120 ft.; Passive Perception 11
- Languages
- Abyssal; telepathy 120 ft.
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 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. Hit: 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.