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Hezrou

Large · Fiend · CR 8 · Chaotic Evil

Source. Black Flag SRD
Armor Class
16 (natural armor)
Hit Points and Hit Dice
138
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
24
+7
DEX
16
+3
CON
26
+8
INT
4
-3
WIS
18
+4
CHA
12
+1

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 3900
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 14

Saving Throws

Strength +7 Dexterity +3 Constitution +8 Intelligence -3 Wisdom +4 Charisma +1

Languages

Abyssal,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
Demonic Resilience
Damage Resistances
bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience

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

When using Hezrou in your D&D 5e campaign, consider these tactical approaches:

  • 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.
  • 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

When your party encounters this creature, keep these strategies in mind:

  • 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.
  • 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

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

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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