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Monster

Hezrou

Large Fiend · Chaotic Evil

Monster Manual Page 60
Armor Class 16
Hit Points 136 (13d10 + 65)
Speed Walk 30 ft.
CR 8
STR 19 +4
DEX 17 +3
CON 20 +5
INT 5 -3
WIS 12 +1
CHA 13 +1

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 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

Multiattack

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

Bite

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 15 () Piercing damage.

Claws

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 11 () Slashing damage.
Confirmation

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