# Hezrou *Large Fiend (Demon), Chaotic Evil* - **Armor Class:** 18 - **Hit Points:** 157 (15d10 + 75) - **Speed:** 30 ft. - **Initiative**: +6 (16) |STAT|SCORE|MOD|SAVE| | --- | --- | --- | ---- | | STR | 19 | +4 | +7 | | DEX | 17 | +3 | +3 | | CON | 20 | +5 | +8 | | INT | 5 | -3 | -3 | | WIS | 12 | +1 | +4 | | CHA | 13 | +1 | +1 | - **Resistances**: Cold, Fire, Lightning - **Immunities**: Poison; Poisoned - **Senses**: darkvision 120 ft.; Passive Perception 11 - **Languages**: Abyssal; telepathy 120 ft. - **CR** 8 (XP 3,900; PB +3) ## Traits ***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. ***Magic Resistance.*** The hezrou has Advantage on saving throws against spells and other magical effects. ***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. ## Actions ***Multiattack.*** The hezrou makes three Rend attacks. ***Rend.*** *Melee Attack Roll:* +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage. ## Bonus Actions ***Leap.*** The hezrou jumps up to 30 feet by spending 10 feet of movement.