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
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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Start a free campaignFrequently 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.