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Hezrou

Large · Fiend · CR 8 · Chaotic Evil

Source. 5e 2014 Rules
Armor Class
16 (natural armor)
Hit Points and Hit Dice
136 (13d10+65)
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
Subcategory Demons
Size Large
Type Fiend
Alignment Chaotic Evil
XP 3900
Initiative Bonus +3

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 Constitution +8 Wisdom +4

Languages

Abyssal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

Environments

The Abyss

Traits

Magic Resistance

The hezrou has advantage on saving throws against spells and other magical effects.

Stench

Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Bite

Cost 1

+7 to hit, reach 5 ft (1.5 m). Hit: 2d10 thunder damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws

Cost 1

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6 thunder damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Multiattack

Cost 1

The hezrou makes three attacks: one with its bite and two with its claws.

Variant: Summon Demon

1/day Cost 1

The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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 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

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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