- AC: 16 (Natural Armor)
- Alignment: Chaotic Evil
- CHA: 13
- CON: 20
- Challenge Rating: 8
- Condition Immunities: Poisoned
- DEX: 17
- HP: 136 (13d10+65)
- INT: 5
- Immunities: Poison
- Languages: Abyssal, Telepathy 120 Ft.
- Passive Perception: 11
- Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Roll 0: Bite 1d20 + 7 2d10+4
- Roll 1: Claw 1d20 + 7 2d6+4
- STR: 19
- Saving Throws: Str +7, Con +8, Wis +4
- Senses: Darkvision 120 Ft.
- Size: Large
- Speed: 30 ft.
- Type: fiend (demon)
- WIS: 12
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.
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.
The SendingStone review
The Hezrou is a powerful demon with a challenge rating of 8. It has impressive physical attributes, with high hit points and natural armor. The demon is chaotic evil and immune to poison, although it can still be harmed by other means. It also has the ability to summon additional demons to aid in combat. While not the deadliest of demons, the Hezrou presents a formidable challenge for adventurers. However, its chaotic nature and tendency towards violence make it a dangerous and unpredictable foe, not to be taken lightly.
Hezrou is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Hezrou Pathfinder edition. Want to use Hezrou in a VTT (virtual tabletop)? Try out SendingStone for free today!