Large fiend, chaotic evil
- Armor Class
- 18
- Hit Points
- 157 (15d10 + 75)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
STR
19
+4
DEX
17
+3
CON
20
+5
INT
5
-3
WIS
12
+1
CHA
13
+1
- Saving Throws
- Con +8, Str +7, 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.
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.
Actions
Multiattack.
The hezrou makes three Rend attacks.
Rend.
Melee Attack Roll: +7, reach 5 ft. Hit: 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.