Hezrou 2024
CR 8 fiend
Large fiend, chaotic evil
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.
The hezrou has Advantage on saving throws against spells and other magical effects.
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
The hezrou makes three Rend attacks.
Melee Attack Roll: +7, reach 5 ft. 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
Bonus Actions
The hezrou jumps up to 30 feet by spending 10 feet of movement.
Other versions
Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details