# 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)](https://slyflourish.com/srds/SRD5.1-CCBY4.0_License_live%20links%20English.pdf) 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.<br>A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.<br>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.


