> [Monsters, NPC and Animals](srd_monsters.md)

---

# Hezrou

- Alias: [Hezrou](hd_monsters_hezrou.md)
-  Large fiend (demon), chaotic evil
- **Armor Class** 16 (natural armor)
- **Hit Points** 136 (13d10 + 65)
- **Speed** 30 ft.

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

- **Saving Throws** Str +7, Con +8, Wis +4
- **Senses** darkvision 120 ft., passive Perception 11
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 8 (3900 XP)
- **Damage Immunities** poison
- **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.

_Hit_: 11 (2d6 + 4) slashing damage.

