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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.

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
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.

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Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 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