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SRD (p.274)

Hezrou CR: 8

Large fiend, chaotic evil
Armor Class: 16
Hit Points: 136
Speed: 30 ft

STR

19 +4

DEX

17 +3

CON

20 +5

INT

5 -3

WIS

12 +1

CHA

13 +1

Saving Throws: STR +7, CON +8, WIS +4
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 11
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 8 ( 3900 XP)
Proficiency Bonus: +3

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.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes.

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