Hezrou

5.5e

large fiend, chaotic evil

Challenge 8 (3900 XP)

STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)

Defense

Armor Class 18 (natural armor)
Hit Points 157 (15d10+75)
Speed 30 ft.

Proficiencies & Senses

Saving Throws Str +7, Con +8, Wis +4
Skills Acrobatics +6, Athletics +7, Intimidation +4, Perception +4, Sleight of Hand +6, Stealth +6
Languages Abyssal
Darkvision 120 ft.
Passive Perception 14

Traits

Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned

Traits

Demonic Restoration

If the monster 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 monster has Advantage on saving throws against spells and other magical effects.

Stench

Constitution Saving Throw: DC 16, any creature (other than the monster) that starts its turn in a 10-foot Emanation originating from the monster. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to the Stench of all monsters for 1 hour.

Actions

Multiattack

The monster makes three Rend attacks.

Rend

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8+4) slashing damage plus 9 (2d8) poison damage.

Leap (Bonus Action)

The monster jumps up to 30 feet by spending 10 feet of movement.

Reference Text

Hezrou are massive, toad-like demons that dwell in the Abyss. They are chaotic evil and possess a foul stench.