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Hezrou
Size
Large
Monster Race
Fiend (demon)
Alignment
Chaotic evil
Armor Class
16 (Natural Armor)
Hit Points
136 (13d10 + 65)
Speed
6m
Attributes
STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)
Features
Saving Throws
Str +7, Con +8, Wis +4
Damage Resistance
Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive Perception 11
Languages
Abyssal, Telepathy 120 Ft.
Challenge
8 (3,900 XP)
Abilities
Magic Resistance
The Hezrou has advantage on saving throws against spells and other magical effects.
Stench
Any creature that starts its turn within 2m 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 1m, one target. Hit: (2d10 + 4) piercing damage.
Claws
Melee Weapon Attack: +7 to hit, reach 1m, one target. Hit: (2d6 + 4) slashing damage.