Hezrou
Hezrous are large, foul smelling demons.
Source: Systems Reference Document
Attributes
STR
DEX
CON
INT
WIS
CHA
Stat | Value |
---|---|
Creature Type | Large Fiend |
Alignment | CHAOTIC_EVIL |
Armor Class | 13 (natural armor) |
Hit Points | 136 (13d10 + 65) |
Combat Rating | 8 CR |
Speed | 30 ft |
Senses | Passive Perception 11 , Darkvision 120 ft |
Languages | Abyssal, telepathy 120 ft. |
Damage Resistances | cold, fire, lightning, non magical bludgeoning, non magical piercing, non magical slashing |
Damage Immunities | poison |
Condition Immunities | poisoned |
Skills
Abilities
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 : action
The hezrou makes three attacks: one with its bite and two with its claws.
Bite : action
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Rolls:
Attack: 1d20 + 7
Damage: 2d10 + 4
Claw : action
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Rolls:
Attack: 1d20 + 7
Damage: 2d6 + 4
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