All monsters

Hezrou

Large, fiend, chaotic evil

CR 8AC 16HP 136 (13d10)

Speed walk 30 ft

str
19
(+4)
dex
17
(+3)
con
20
(+5)
int
5
(-3)
wis
12
(+1)
cha
13
(+1)

Saving Throws CON +8, STR +7, 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.

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.