Page 61 - Monster Manual [11th Print]
P. 61
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T O sE " o E M O N 1-o RD TH E C H 110 T 1c.
- E. M IR IK OI-
HEZROU
Large fiend (demon), chaotic evil
Armor Class 1 6 (natural armor)
1
Hit Points 3 6 (l3dl0 + 65)
Speed 30 ft.
STR DEX CON INT WIS CHA
1 9 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+l) 13 (+l)
Saving Throws Str +7, Con +8, Wis +4
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 2 0 ft., passive Perception 1
1
1
1
Languages Abyssal, telepathy 2 0 ft.
Challenge 8 (3,900 XP)
Armor Class 9
Magic Resistance. The hezrou has advantage on saving throws Hit Points 9 (2d6 + 2)
against spells and other magical effects. Speed 20 ft.
Stench. Any creature that starts its turn within 10 feet of the STR DEX CON INT WIS CHA
hezrou must succeed on a DC 14 Constitution saving throw 10 (+O) 13 (+l) 3 (-4) 8 (-1 ) 4 (-3)
or be poisoned until the start of its next turn. On a successful 9 (-1 )
saving throw, the creature is immune to the hezrou's stench Damage Resistances cold, fire, lightning
for 24 hours.
Damage Immunities poison
ACTI O N S Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Multiattack. The hezrou makes three attacks: one with its bite Languages understands Abyssal but can't speak
and two with its claws. Challenge 1/8 (25 XP)
h
Bite. Melee Weapon Attack: +7 to i t, reach 5 ft., one target.
Hit: 5 (2dl0 + 4) piercing damage. A T I O N S
1
C
h
Claw. Melee Weapon Attack: +7 to i t, reach 5 ft., one target. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage. Hit: 5 (2d4) slashing damage.
DEMONS
6c

