Hezrou [1/2]Fiend · CR 8
Hezrou [1/2]Large Fiend (Demon), Chaotic Evil
STR19+4DEX17+3CON20+5INT5-3WIS12+1CHA13+1
AC18HP157CR8SPD30 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.

Hezrou [2/2]Fiend · CR 8
Hezrou [2/2]Large Fiend (Demon), Chaotic Evil
TRAITS (cont.)
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.

Hezrou [1/2]
Large Fiend (Demon), Chaotic Evil
8
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

Fiend
Monster card
Hezrou [2/2]
Large Fiend (Demon), Chaotic Evil
8
18Armor Class
157Hit Points
30 ft.Speed
STR19+4
DEX17+3
CON20+5
INT5-3
WIS12+1
CHA13+1

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.

Fiend
Monster card

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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.

See also