Hezrou

Large fiend (demon), chaotic evil

Armor Class
16 (natural armor)
Hit Points
136 (13d10+65)
Speed
walk 30 ft.
Challenge
8 (3,900 XP)
Proficiency Bonus
+3
Saving Throws
Str +7, Con +8, Wis +4
Damage Resistances
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal, telepathy 120 ft.

Ability Scores

STR
19
+4
DEX
17
+3
CON
20
+5
INT
5
-3
WIS
12
+1
CHA
13
+1

Traits

Magic Resistance

The hezrou has advantage on saving throws against spells and other magical effects.

Stench

Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Multiattack

The hezrou makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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Frequently asked questions

What is Hezrou's challenge rating in D&D 5e?

Hezrou is a CR 8 monster, worth 3,900 XP.

What are Hezrou's armor class and hit points?

Hezrou has an armor class of 16 (natural armor) and 136 hit points (13d10+65).

What type of creature is Hezrou?

Hezrou is a large fiend (demon), chaotic evil.