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Demon of Obscenity and Outrage

Habitat: Planar (Abyss); Treasure: Any

Hezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then roil away.

Hezrous serve more powerful demons, such as nalfeshees and mariliths. They take the abuse and intimidation of these deadlier demons and pass it on to droves of weaker dretches and manes. This predictable brutality makes hezrous useful links in the chaotic structure of a demonic horde.

When on the Material Plane or otherwise left to their own devices, hezrous recklessly indulge in destructive, short-sighted rampages. Only magic and threats from more powerful masters can curb these demons’ outrages and compel hezrous to pursue greater plots. Powerful spellcasters often use sinister coercions, spells like Magic Circle and Planar Binding, or other magic to force hezrous to serve them. Roll on or choose a result from the Demonic Undertakings table to inspire how a magic-user might employ a hezrou or similar demon.

Demonic Undertakings
1d6   The Demon Is Compelled To …
1 Break open a vault and steal what’s within.
2 Defile a place using blasphemous symbols and demonic gore.
3 Fetch or otherwise provide materials for a profane ritual.
4 Guard a site and slay anyone who comes near.
5 Hunt down a foe, destroying everything barring the demon’s path.
6 Intimidate someone into following orders.

Traits

Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.

Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn.

Actions

Multiattack. The hezrou makes three Rend attacks.

Rend. Melee Attack Roll:+7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.

Bonus Actions

Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.


Hezrou

Large Fiend (Demon), Chaotic Evil
  • Armor Class 18
  • Hit Points 157 (15d10 + 75)
  • Speed 30 ft.
  • Initiative +6 (16)
STR
19 (4)
DEX
17 (3)
CON
20 (5)
INT
5 (-3)
WIS
12 (1)
CHA
13 (1)
  • Saving Throws Str +7, Dex +3, Con +8, Int -3, Wis +4, Cha +1
  • Damage Resistance Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Abyssal; Telepathy 120 ft.
  • Challenge 8 (3,900 XP)
  • Habitat Planar (Abyss)
  • Treasure Any
  • Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
  • Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.
  • Stench. *Constitution Saving Throw:* DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. *Failure:* The target has the Poisoned condition until the start of its next turn.

Actions


  • Multiattack. The hezrou makes three Rend attacks.
  • Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (1d4 + 4) Slashing damage plus (2d8)Poison damage.
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