3e SRD:Demon, Hezrou

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.

Hezrou[edit]

Size/Type: Large Outsider (Chaotic, Evil)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 30 ft.
AC: 26 (-1 size, +17 natural)
Attacks: Bite +13 melee, 2 claws +8 melee
Damage: Bite 4d4+5, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, stench, improved grab, summon demon
Special Qualities: Damage reduction 20/+2, SR 23, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, half damage
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 14
Skills: Concentration +15, Hide +14, Listen +22, Move Silently +12, Search +14, Spellcraft +14, Spot +22
Feats: Blind-Fight, Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 14
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-13 HD (Large); 14-27 (Huge)

Except where noted below, all demons speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will-animate object, blasphemy, blink, chaos hammer, deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight; 3/day-gaseous form. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).

Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. All creatures (except other demons) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same hezrou’s stench for one day. A delay poison or neutralize poison spell removes the effect from one creature.

Improved Grab (Ex): To use this ability, the hezrou must hit a Medium-size or smaller opponent with both claw attacks.

Summon Demon (Sp): Some demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour. Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success.

Half Damage (Ex): Any nonmagical attack against a hezrou, including hits from enchanted weapons, deals only half damage. This effect does not stack with the hezrou’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.

Telepathy (Su): Hezrous can communicate telepathically with any creature within 100 feet that has a language.

Skills: Hezrous receive a +8 racial bonus to Listen and Spot checks.



Back to Main Page3e Open Game ContentSystem Reference DocumentCreatures

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.