Hezrou
Armor Class 16
Hit Points 136 (13d10+65)
Speed 30 ft.
STR 19 +4
DEX 17 +3
CON 20 +5
INT 5 -3
WIS 12 +1
CHA 13 +1
Saving Throws CON+8, STR+7, WIS+4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision120 ft. , passive Perception 11
Languages Abyssal, telepathy 120 ft.
Traits
- 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/Ranged Weapon Attack: +7 to hit.
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Claws. Melee/Ranged Weapon Attack: +7 to hit.
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Variant: 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.