- **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities** poisoned
## Special Features
**_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
**_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_: 15 (2d10 + 4) piercing damage.
**_Claw_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.