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)
| 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.
Bonus actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.
This monster is different in the other edition
| What | 2014 | 2024 |
|---|---|---|
| Armour class | 16 | 18 |
| Hit points | 136 | 157 |
Read the other edition's version · Everything that changed for monsters