Hezrou
Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes.
Hezrou
Large fiend (demon), chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 136 (13d10 + 65)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1)
- Proficiency Bonus +3
- Saving Throws Str +7,Con +8,Wis +4
- Damage Vulnerabilities
- Damage Resistances cold,fire,lightning; bludgeoning,piercing,and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Skills
- Senses darkvision 120 ft.,passive Perception 11
- Languages Abyssal,telepathy 120 ft.
- Challenge 8
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.
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.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.