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D&D 5th Edition

Compendium

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Hezrou

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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.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon Other Demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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 Weapons
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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