Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Abyssal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
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
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 2d10+4 piercing damage.
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
+7 to hit, reach 5 ft (1.5 m). Hit: 4d8+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
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.
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
Multiattack
The hezrou makes one attack with its bite and one with its claws.
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.
Reactions
Stench
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
About Hezrou
Hezrou is a large fiend with a Challenge Rating of 10. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 136 hit points (derived from 13d10+65).
Hezrou has communication capabilities including Abyssal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Hezrou
1 tips available
GM Tips: Using Hezrou
When using Hezrou in your D&D 5e campaign, consider these tactical approaches:
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Hezrou
1 strategies available
Player Guide: Facing Hezrou
When your party encounters this creature, keep these strategies in mind:
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Hezrou?
- Hezrou has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Hezrou?
- Hezrou is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Hezrou speak?
- Hezrou can communicate in Abyssal, telepathy 120 ft..
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