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Hezrou A5E

CR 10 fiend

Large fiend, chaotic evil


Armor Class
16
Hit Points
136 (13d10+65)
Speed
40 ft.

STR18 (+4)
DEX16 (+3)
CON20 (+5)
INT8 (-1)
WIS12 (+1)
CHA12 (+1)

Saving Throws
Strength +7, Constitution +8, Intelligence +2, Wisdom +4
Skills
Resistances
cold, fire, lightning; damage from nonmagical weapons
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 11
Languages
Abyssal, telepathy 120 ft.
Challenge
10 (5,900 XP) · Proficiency Bonus +4

Chaotic Evil.

The hezrou radiates a Chaotic and Evil aura.

Magic Resistance.

The hezrou has advantage on saving throws against spells and magical effects.

Actions

Multiattack.

The hezrou makes one attack with its bite and one with its claws.

Bite.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the target is restrained and the hezrou can't bite another target.

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Swallow.

The hezrou makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the hezrou has not swallowed another creature the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou it is blinded and restrained and it takes 17 (5d6) ongoing acid damage while swallowed.

If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature.
Darkness.

Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute until the hezrou dismisses it or until the hezrou uses this ability again. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.

Reactions

Stench (1/Day).

When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details