# Hezrou *Large* *Fiend* *chaotic evil* - **Armor Class:** 16 (natural armor) - **Hit Points:** 136 (13d10+65) - **Speed:** walk 30 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** 5.1 SRD (2015 MM), page 271 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | - **Saving Throws**: Str +7, Con +8, Wis +4 - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** poisoned - **Senses:** darkvision 120 ft., passive Perception 11 - **Languages:** Abyssal, telepathy 120 ft. ### Special 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:** 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. - **Claws:** 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.