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Hezrou Demon ~ CR 11

This fiend’s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.

Environment: Any (Abyssal)

Organization: 1-4


Proficiency Score: +12

Large; Independent/Integrity; aquatic, outsider


Armor Class: 26 (+5 Natural, –1 Size, +12 Proficiency Score)

Hit Points: 144 (12d10+24)

Speed: 30 feet, Swim 30 feet

Initiative: +0 (advantage)


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 14 (+2)14 (+2) 18 (+4)

Saves: 

  • Fortitude +14
  • Reflex +0
  • Will +14

Skills:

  • Arcana +14
  • Athletics +16
  • Acrobatics +12
  • Intimidate +16
  • Perception +14
  • Stealth +12

Immunities:

  • Effects with the electricity tag
  • Poison

Resistances:

  • 10 against physical damage except those with the cold iron or honor tags
  • 20 against all effects with the magical tag
  • 10 against effects with the acid, cold, or fire tags

Senses: Passive Perception 24, dark vision 60 feet

Languages: Abyssal, Celestial, Draconic, Telepathy 100 feet


Aura (Nausea, 5-foot aura). A Hezrou has an aura of the listed distance with the following effects. Creatures who are adjacent or grabbed by the Hezrou must make a DC 26 Fortitude save each round to avoid becoming Sick 3. A creature who fails reduces the value by one for each minute it is outside the aura or can throw up to make another Fortitude save.

Blind Fighting. A Hezrou ignore the penalties if an opponent has the Concealed or Sensed conditions. While Blinded, a Hezrou considers terrain as it normally would.

Legendary Actions (1). A Hezrou can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Actions

Bite. Melee Strike +16/+11/+6 (unarmed, versatile piercing) with 5d10+4 bludgeoning damage and inflict the Grabbed condition (DC 26).

Claw. Melee Strike +16 (reach 10 feet, sweep, unarmed) with 2d12+4 slashing damage and inflict the Grabbed condition (DC 26).

Powerful Stance. As a Single Action, a Hezrou can take a stance and gain a 1d8 Insight bonus on melee damage rolls.