Armor Class
18
Hezrou
Large Fiend · Chaotic Evil
Hit Points
157 (15d10 + 75)
Speed
Walk 30 ft.
CR
8
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
CON Save DC 16, any creature that starts its turn in a 10-foot Emanation [Area Of Effect] originating from the hezrou.
Failure: The target has the condition until the start of its next turn.
Failure: The target has the condition until the start of its next turn.
Actions
Multiattack
The hezrou makes three Rend attacks.
Rend
Melee Attack +7, reach 5 ft. 6 () Slashing damage plus 9 () Poison damage.
Bonus Actions
Leap
The hezrou jumps up to 30 feet by spending 10 feet of movement.