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Monster Details

Detailed information for this bestiary entry

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Hezrou

Monster Stat Block

Large Fiend (Demon), Chaotic Evil

AC18
Initiative+6 (16)
HP157 (15d10 + 75)
SpeedWalk 30 ft.
STR19
MOD+4
SAVE+7
DEX17
MOD+3
SAVE+3
CON20
MOD+5
SAVE+8
INT5
MOD-3
SAVE-3
WIS12
MOD+1
SAVE+4
CHA13
MOD+1
SAVE+1
Damage ResistancesCold; Fire; Lightning
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 120 ft.; Passive Perception 11
LanguagesAbyssal, telepathy 120 ft.
CRCR 8 (XP 3,900; PB +3)

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. The hezrou makes three Rend attacks.

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

Found on p.167 of MM2025 (Free Rules)

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