45 lines
1.3 KiB
Markdown
45 lines
1.3 KiB
Markdown
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# Hezrou
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*Large Fiend (Demon), Chaotic Evil*
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- **Armor Class:** 18
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- **Hit Points:** 157 (15d10 + 75)
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- **Speed:** 30 ft.
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- **Initiative**: +6 (16)
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|STAT|SCORE|MOD|SAVE|
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| --- | --- | --- | ---- |
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| STR | 19 | +4 | +7 |
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| DEX | 17 | +3 | +3 |
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| CON | 20 | +5 | +8 |
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| INT | 5 | -3 | -3 |
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| WIS | 12 | +1 | +4 |
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| CHA | 13 | +1 | +1 |
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- **Resistances**: Cold, Fire, Lightning
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- **Immunities**: Poison; Poisoned
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- **Senses**: darkvision 120 ft.; Passive Perception 11
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- **Languages**: Abyssal; telepathy 120 ft.
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- **CR** 8 (XP 3,900; PB +3)
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## Traits
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***Demonic Restoration.*** If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
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***Magic Resistance.*** The hezrou has Advantage on saving throws against spells and other magical effects.
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***Stench.*** *Constitution Saving Throw*: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. *Failure:* The target has the Poisoned condition until the start of its next turn.
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## Actions
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***Multiattack.*** The hezrou makes three Rend attacks.
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***Rend.*** *Melee Attack Roll:* +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
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## Bonus Actions
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***Leap.*** The hezrou jumps up to 30 feet by spending 10 feet of movement.
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