Traits
Magic Resistance: This dnd 5e hezrou monster has an advantage on the saving throws which are almost against to the spells and also to the other magical effects.
Stench: Any kind of creature which starts its turn within a 10 feet of the hezrou must be succeeded on a DC 14 Constitution saving throw or else be poisoned until unless the start of its upcoming turn. So on a successful saving throw, the creature is almost immune to the hezrou’s stench for a day (24 hours).
Actions
Multiattack: The hezrou monster can make three attacks such as : one with its bite and another two are with its claws.
Bite: By using this bite attack this monster can make a Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claws: By using this claw attack this dnd monster can make a Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Attributes Of Hezrou Monster DnD 5E
AC | 16 (Natural Armor) |
Alignment | Chaotic Evil |
CHA | 13 |
CON | 20 |
Challenge Rating | 8 |
Condition Immunities | Poisoned |
DEX | 17 |
HP | 136 (13d10+65) |
INT | 5 |
Immunities | Poison |
Languages | Abyssal, Telepathy 120 Ft. |
Passive Perception | 11 |
Resistances | Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks |
Roll 0 | Bite 1d20 + 7 2d10+4 |
Roll 1 | Claw 1d20 + 7 2d6+4 |
STR | 19 |
Saving Throws | Str +7, Con +8, Wis +4 |
Senses | Darkvision 120 Ft. |
Size | Large |
Speed | 30 ft. |
Type | fiend (demon) |
WIS | 12 |