Demonic RestorationIf 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [2/2]Fiend · CR 8
Hezrou [2/2]Large Fiend (Demon), Chaotic Evil
TRAITS (cont.)
Magic ResistanceThe hezrou has Advantage on saving throws against spells and other magical effects.
StenchConstitution 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
MultiattackThe hezrou makes three Rend attacks.
RendMelee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
BONUS ACTIONS
LeapThe hezrou jumps up to 30 feet by spending 10 feet of movement.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [1/2]Large Fiend (Demon), Chaotic Evil
CR8
18Armor Class
157Hit Points
30 ft.Speed
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1
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 hezrou. Failure:
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [2/2]Large Fiend (Demon), Chaotic Evil
CR8
18Armor Class
157Hit Points
30 ft.Speed
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1
Traits (cont.)
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it continues on a second card instead of being truncated. Print both.
Hezrou [1/2]Fiend · CR 8
Hezrou [1/2]Large Fiend (Demon), Chaotic Evil
STR+419
DEX+317
CON+520
INT-35
WIS+112
CHA+113
AC18
HP157
CR8
SPD30 ft.
TRAITS
Demonic RestorationIf 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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [2/2]Fiend · CR 8
Hezrou [2/2]Large Fiend (Demon), Chaotic Evil
TRAITS (cont.)
Magic ResistanceThe hezrou has Advantage on saving throws against spells and other magical effects.
StenchConstitution 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
MultiattackThe hezrou makes three Rend attacks.
RendMelee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
BONUS ACTIONS
LeapThe hezrou jumps up to 30 feet by spending 10 feet of movement.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [1/2]Large Fiend (Demon), Chaotic Evil
CR8
18Armor Class
157Hit Points
30 ft.Speed
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1
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 hezrou. Failure:
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Hezrou [2/2]Large Fiend (Demon), Chaotic Evil
CR8
18Armor Class
157Hit Points
30 ft.Speed
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1
Traits (cont.)
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.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pick “Save as PDF” as the destination in the print dialog.
Hezrou — printable monster card
Large Fiend (Demon), Chaotic Evil
CR 8
Fiend
Large
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
Ability scores
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.