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5ead/monsters/md/5.1_srd_(2015_mm)/hezrou.md
2025-06-07 07:58:30 -05:00

1.8 KiB

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.