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Hezrou

Large fiend (demon), Chaotic Evil

Armor Class 18

Hit Points 157 (15d10 + 75)

Speed 30 ft.

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

Saving Throws STR +7, CON +8, WIS +4

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses Darkvision 120 ft., passive Perception 11

Languages Abyssal; telepathy 120 ft.

Challenge 8

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. con DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. The target has the Poisoned condition until the start of its next turn.

Actions

Multiattack. The hezrou makes three Rend attacks.

Rend. m +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.

Source

Monster Manual (2024), p. 167