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Pathfinder

Compendium

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Hezrou

This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, Reptilian eyes.

The Hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a Hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste—signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrou's proximity.

Although quite intelligent, a Hezrou can fairly be said to waste its intellect. They prefer the simple pleasures—slumber, the thrill of torture, the bliss of feasting on a living meal, or the joy of feeling something beautiful breaking and crumbling in a Clenched Fist. They do not often seek to build empires or lead cults—although few hezrous would turn away prospective minions who came to serve the demon on their own.

These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, and alchemists who cared not how their experiments polluted the environment.

Special Abilities

Nausea (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the Creature grapples. Each round a Creature is grappled by a Hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A Creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the Hezrou, whichever condition comes first. The save DC is Constitution-based.

Hezrou

CR 11

  • XP

    12,800
  • CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
  • Init

    +4;

    Senses

    darkvision 60 ft.;Perception +23
  • Aura

    stench (DC 24, 10 rounds)
  • DEFENSE

  • AC

    25, touch 9, flat-footed 25 (+16 natural, –1 size)
  • hp

    145(10d10+90)
  • Fort

    +16,

    Ref

    +3,

    Will

    +9
  • DR

    10/good;

    Immunities

    electricity, poison;

    Resist

    acid 10, cold 10, fire 10;

    SR

    22
  • OFFENSE

  • Speed

    30 ft., swim 30 ft.
  • Attacks

    bite +17 (4d4+8 / ); 2 claws +17 (1d8+8 / );
  • Reach

    10 ft.
  • Special Attacks

    Stench( DC 24);
  • Spell-Like Abilities

    (CL 13; )
  • STATISTICS

  • Str

    27,

    Dex

    11,

    Con

    29,

    Int

    14,

    Wis

    14,

    Cha

    18
  • Base Atk

    +10;

    CMB

    19;

    CMD

    29
  • Feats

    Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack,
  • Skills

    Climb +21 Escape Artist +10 Intimidate +14 Knowledge (arcana) +15 Perception +23 Stealth +9 Swim +29 ;

    Racial Modifiers

    +8 Perception
  • Languages

    Abyssal, Celestial, Draconic; telepathy 100 ft.
  • SQ

    amphibious
  • ECOLOGY

  • Environment

    any swamp (Abyss)
  • Organization

    solitary or gang (2–4)
  • Treasure

    standard
  • Special Abilities

  • Spell-Like Abilities

    (CL 13th) At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18) 3/day—gaseous form 1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%)

    Amphibious (Ex)

    Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

    Nausea (Ex)

    The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.

    Grab (Ex)

    If the creature hits with the indicated attack, it deals the normal amount of damage and tries to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab works only against opponents the same size category as the creature or smaller. The creature has the option to conduct the grapple normally or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to start and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each grapple combat maneuver check it succeeds at during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constrict and grapple damage (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks to start and maintain a grapple.

    Telepathy (Su)

    A creature with this ability can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.