Hezrou

Large · Fiend · CR 8

Type
Fiend
Size
Large
Alignment
chaotic evil
Armour class
18 (natural armor)
Hit points
157 (15d10 + 75)
Initiative
+6
Speed
30 ft.
Saving throws
Strength +7, Dexterity +3, Constitution +8, Intelligence -3, Wisdom +4, Charisma +1
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 (3,900 XP)
Ability scores
STRDEXCONINTWISCHA
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. 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.

This monster is different in the other edition

What20142024
Armour class1618
Hit points136157

Read the other edition's version · Everything that changed for monsters