5e SRD:Hezrou
This material is published under the OGL 1.0a. |
Hezrou
Large fiend (demon), chaotic evil Armor Class 16 (natural armor)
Saving Throws Str +7, Con +8, Wis +4 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 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. ACTIONSMultiattack. 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.
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See 5e SRD:Demons. |
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