D&D 5th Edition
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Hezrou
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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!
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.
Attributes
AC
16 (Natural Armor)
Alignment
Chaotic Evil
CHA
13
CON
20
Challenge Rating
8
Condition Immunities
Poisoned
DEX
17
HP
136 (13d10+65)
INT
5
Immunities
Poison
Languages
Abyssal, Telepathy 120 Ft.
Passive Perception
11
Resistances
Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Bite
1d20 + 7
2d10+4
Roll 1
Claw
1d20 + 7
2d6+4
STR
19
Saving Throws
Str +7, Con +8, Wis +4
Senses
Darkvision 120 Ft.
Size
Large
Speed
30 ft.
Type
fiend (demon)
WIS
12
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