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Hezrous

A hezrou can walk both upright and on all fours, but it always fights standing up. Hezrous enjoy melee combat.
Average Height
A hezrou is about 8 feet tall.
Average Weight
A hezrou weighs about 750 pounds.
Related Ethnicities

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Hezrou

Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 13d10+65
Speed 30ft

STR
19 +4
DEX
17 +3
CON
20 +5
INT
5 -3
WIS
12 +1
CHA
13 +1

Saving Throws Str +7, Con +8, Wis +4
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 11
Languages Abyssal, telepathy 120 ft
Challenge 8


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.   Teleport. The hezrou magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.   Innate Spellcasting. The hezrou's innate spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). The hezrou can innately cast the following spells, requiring no material components: 3/day each: gaseous form


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. Hit: (2d10 + 4) piercing damage.   Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.   Unholy Blight. You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.   Only good and neutral (not evil) creatures are harmed by the ability.   The ability deals 5d8 points of damage per two caster levels to a good creature, or 10d6 to a good celestial and causes it to be sickened for 1d4 rounds. A successful Wisdom save (DC 14) reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.   The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Wisdom save.   Variant: Summon Demon (1/Day). 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.


 

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