Monster Manual 5E

(Nancy Kaufman) #1

6o


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)

Saving Throws St r +7, Con +8 , Wis + 4

WIS
12 (+1)

CHA
13 (+1)

Damage Resistances cold, fire , lightning; bludgeo ning,
piercing, and slas hing from no n magical weapons
Damage Immunities poison
Condition Immunities poisone d
Senses darkvision 120 ft ., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

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 Cons titution 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.

Armor Class 9
Hit Points 9 (2d6 + 2)
Speed 20ft.

STR
10 (+0)

DEX
9 (-1)

CON
13 (+1)

INT
3 (-4)

Damage Resistances cold, fire, lightning
Damage Immunities poison

WIS
8 (-1)

Condition Immunities c harmed, frightened, poisoned
Senses darkvis ion 60ft., pass ive Perception 9
Languages underst a nds Abyssal but can't speak
Challenge 1/8 (25 XP)

ACTIONS


CHA
4 (-3)

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) slashing damage.
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