Hezrou

SizeLarge
TypeFiend
Alignmentchaotic evil
Armor Class16
Armor Descriptionnatural armor
Hit Points136
Hit Dice13d10+65
Walk Speed (ft)30
19
+4
17
+3
20
+5
5
-3
12
+1
13
+1
Challenge Rating8
Darkvision (ft)120
Passive Perception11
LanguagesAbyssal
Damage ResistancesBludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
EnvironmentsThe Abyss
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 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.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

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

Variant: Summon Demon. 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.