Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
Abyssal,telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Amphibious
The hezrou can breathe air and water.
Demonic Resilience
The hezrou is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.
Magic Resistance
The hezrou has advantage on saving throws against spells and other magical effects.
Speak with Frogs and Toads
The hezrou can communicate with frogs and toads as if they shared a language.
Standing Leap
The hezrou's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Stench
A creature that starts its turn within 10 feet of the hezrou must succeed on a DC 16 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the hezrou's Stench for the next 24 hours.
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.
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 3d8+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) slashing damage.
Multiattack
The hezrou makes one Sticky Tongue attack, one Bite attack, and two Claw attacks.
Sticky Tongue
+7 to hit, reach 20 ft (6.1 m). Hit: 2d6+4 bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 16 STR save or be pulled up to 15 feet toward the hezrou.
Bonus Actions
Quick Leap
The hezrou jumps horizontally up to 20 feet to an unoccupied space it can see without provoking opportunity attacks.
About Hezrou
Hezrou is a large fiend with a Challenge Rating of 8. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 138 hit points (derived from None).
Hezrou has communication capabilities including Abyssal,telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Hezrou
2 tips available
GM Tips: Using Hezrou
When using Hezrou in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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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
2 strategies available
Player Guide: Facing Hezrou
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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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 8.
Solo Encounter:
A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 7,200 XP
- Hard: 10,800 XP
- Deadly: 14,400 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 8, making it appropriate for parties of level 8.0.
- 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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