Hezrou

Large fiend, chaotic evil

Armor Class 18 (natural armor)

Hit Points 157 (15d10 + 75)

Speed 30 ft., swim 15 ft., climb 15 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

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal; telepathy 120 ft.

Challenge 8 (3,900 XP)

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 from the hezrou. Failure: 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: +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.

Attack Summary

Rend attackmelee
+7 to hit|1d4+4 slashing+2d8 poison
Range: 5 ft.