Combat Statistics

CR 8
Challenge Rating
3,900 XP
16
Armor Class
136
Hit Points
(13d10)
Speed: {"walk":30} ft.
Strength
19
(+4)
Dexterity
17
(+3)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
20
(+5)
Intelligence
5
(-3)
Wisdom
12
(+1)
Charisma
13
(+1)
Damage Resistances: ["cold", "fire", "lightning", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Damage Immunities: ["poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses: Darkvision 120 ft., Passive Perception 11 ft. passive Perception 11
Languages: ["Abyssal", "telepathy 120 ft."]
Proficiency Bonus: +3

Special Abilities

Magic Resistance

The hezrou has advantage on saving throws against spells and other magical effects.

Stench

Any creature that starts its turn within 10 ft. 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.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Quick Reference

Type: Fiend
Size: Large
Alignment: chaotic evil
Environment: Any

DM Tools

💰 Loot Generator

CR 8 | Challenge Rating: 8
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