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.