Hezrou

Large
fiend
,
chaotic evil
Challenge
8
(3,900 XP)
Armor Class:
16 (Natural Armor)
Hit Points:
136
(13d10 + 65)
STR
19
(+4)
DEX
17
(+3)
CON
20
(+5)
INT
5
(-3)
WIS
12
(+1)
CHA
13
(+1)
Speed:
30 ft.
Saving Throws:

STR +7, CON +8, WIS +4

Skills:
Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

Abyssal, Telepathy 120 ft.

Traits

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.

Legendary Actions
Reactions
Condition Immunities:

Poisoned

Damage Immunities:

Poison

Damage Resistance:

Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Vulnerabilities: