Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Hezrou

Hezrou

Large, fiend, chaotic evil
Armor Class
16 (natural)
Hit Points
136
(13d10+65)
Speed:
Walk 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
Skills:
Damage Vulnerabilities:
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: Poisoned
Senses:
darkvision 120 ft.
Passive Perception:
11
Languages: Abyssal, telepathy 120 ft.
CR:
8
(3900 XP)
Proficiency Bonus: 3

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.

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



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