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.
The hezrou has Advantage on saving throws against spells and other magical effects.
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.
The hezrou makes three Rend attacks.
Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
The hezrou jumps up to 30 feet by spending 10 feet of movement.
Initiative. +6
Senses. Darkvision 120 ft.; Passive Perception 11
Resistances. Cold, Fire, Lightning
Immunities. Poison; Poisoned
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
Traits (cont.)
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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Hezrou — printable monster card
Large Fiend (Demon), Chaotic Evil
Full stat block
- Armor Class
- 18
- Hit Points
- 157
- Initiative
- +6
- Speed
- 30 ft.
- Senses
- Darkvision 120 ft.; Passive Perception 11
- Resistances
- Cold, Fire, Lightning
- Immunities
- Poison; Poisoned
- Languages
- Abyssal; telepathy 120 ft.
- Challenge Rating
- 8 (3,900 XP)
- Proficiency bonus
- +3
- Saving throw proficiencies
- Strength, Constitution, Wisdom
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 +4 | 17 +3 | 20 +5 | 5 -3 | 12 +1 | 13 +1 |
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.