Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder

Compendium

Type to search for a spell, item, class — anything!

Hezrou

Edit Page Content

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.

Attributes

AC
25, Touch 9, Flat-footed 25 (+16 Natural, -1 Size)
Alignment
Ce
Aura
Stench (Dc 24, 10 Rounds)
Base Atk
+10
CMB
+19 (+23 Grapple)
CMD
29
CR
CR 11
Cha
18
Con
29
Creature Type
Outsider (Aquatic, Chaotic, Demon, Evil, Extraplanar)
DR
10/good
Dex
11
Environment
Any Swamp (Abyss)
Feats
Blind-fight , Cleave , Great Cleave , Improved Initiative , Power Attack
Fort
+16
HP
145 (10d10+90)
Immune
Electricity, Poison
Init
Ce Large Outsider ( Aquatic , Chaotic , Demon , Evil , Extraplanar ) +4
Int
14
Languages
Abyssal, Celestial, Draconic; Telepathy 100 Ft.
Melee
Bite +17 (4d4+8 Plus Grab ), 2 Claws +17 (1d8+8 Plus Grab )
Organization
Solitary Or Gang (24)
Racial Modifiers
+8 Perception
Reach
10 Ft.
Ref
+3
Resist
Acid 10, Cold 10, Fire 10
SQ
Amphibious
Senses
Darkvision 60 Ft.; Perception +23
Size
Large
Skills
Climb +21, Escape Artist +10, Intimidate +14, Knowledge (Arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29
Space
10 Ft.
Special Attacks
Nausea
Speed
30 Ft., Swim 30 Ft.
Spell Resistance
22
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%)
Str
27
Treasure
Standard
Will
+9
Wis
14
XP
12,800
Advertisement Create a free account