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Hezrou

Large · Fiend · CR 8 · Chaotic Evil

Source. 5e 2024 Rules
Armor Class
18 (natural armor)
Hit Points and Hit Dice
157 (15d10 + 75)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
19
+4
DEX
17
+3
CON
20
+5
INT
5
-3
WIS
12
+1
CHA
13
+1

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 3900
Initiative Bonus +6

Movement

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

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 11

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
poison
Damage Resistances
cold, fire, lightning
Condition Immunities
poisoned

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.

Stench

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

Multiattack

Cost 1

The hezrou makes three Rend attacks.

Rend

Cost 1

+7 to hit, reach 5 ft (1.5 m). Hit: 1d4+4 slashing damage.

Melee Attack Roll: +7, reach 5 ft. 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.

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 18 and possesses 157 hit points (derived from 15d10 + 75).

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

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

  • 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

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

  • 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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