Hezrou

Large Fiend, chaotic evil


AC
18 (natural armor)
HP
157 (15d10 + 75)
Speed
30 ft.
STRDEXCONINTWISCHA
19 (+4)17 (+3)20 (+5)5 (-3)12 (+1)13 (+1)
Saves
Str +7, Dex +3, Con +8, Int +-3, Wis +4, Cha +1
Resistances
cold, fire, lightning
Immunities
poison; poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal; telepathy 120 ft.
CR
8 (XP 3,900)

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 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.

Bonus Actions

Leap.

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