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Hezrou
Large Fiend (Demon), Chaotic Evil
CR 8SoldierElemental Plane
AC 18
Initiative +6 (16)
HP 157 (15d10 + 75)
Speed 30 ft.
STR
19
+4
save +7
DEX
17
+3
save +3
CON
20
+5
save +8
INT
5
−3
save −3
WIS
12
+1
save +4
CHA
13
+1
save +1
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
Traits
Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.
Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating Failure: from the hezrou. The target has the Poisoned condition until the start of its next turn.
Actions
Multiattack. The hezrou makes three Rend attacks.
Rend. Melee Attack Roll: Hit: +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
Bonus Actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement. Hill Giant Hill Giant