5e SRD 5.2.1 · 5.2.1
Hezrou
Monsters > Hezrou
Large Fiend (Demon), Chaotic Evil AC 18 Initiative +6 (16) HP 157 (15d10 + 75) Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE Str 19+4+7Dex 17+3+3Con 20+5+8 Int 5−3 −3WIS 12+1+4Cha 13+1+1 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 11 Languages Abyssal; telepathy 120 ft. CR 8 (XP 3,900; PB +3) 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. Hill Giant