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Breadcrumb

Hezrou

Challenge
Alignment
Terrain
str
18
dex
16
con
20
int
8
wis
12
cha
12

AC 16 (natural armor)

HP 136 (13d10 + 65; bloodied 68)

Speed 40 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Str +7, Con +8, Int +2, Wis +4

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.


Chaotic Evil. The hezrou radiates a Chaotic and Evil aura. 

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


ACTIONS

Multiattack. The hezrou makes one attack with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the hezrou can’t bite another target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Swallow. The hezrou makes a bite attack against a Medium or smaller creature it is grappling . If the attack hits and the hezrou has not swallowed another creature, the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou, it is blinded and restrained , and it takes 17 (5d6) ongoing acid damage while swallowed.

If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature.

Darkness. Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the hezrou dismisses it, or until the hezrou uses this ability again. A creature with darkvision can’t see through this darkness and nonmagical light can’t illuminate it.


REACTIONS

Stench (1/Day). When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw . On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success

Combat

The hezrou makes melee attacks with its bite and claws,  swallowing an opponent when possible. It uses Darkness if not close enough to attack anyone. It fights to the death.


Demon Names

Abigor, Aborag, Agoraxas, Algalar, Ana-Sepiya, Arcanax, Argenthrixus, Ashban, Brezremith, Caim, Carn, Carnifex, Gall, Hacari, Ignax, Ildramath, Iritra, Lachirax, Maggoth, Malfias, Milviash, Moloth, Morza, Namazeu, Razortail, Sarzan, Serechor, Suroth, Tehezu, Uzuzzu, Velavis, Velgizich, Wreak, Zugor, Zuthis


Legends and Lore

With an Arcana or Religion check, characters can learn the following:

DC 10 Demons are fiends spawned from the Abyss. They are creatures of pure chaos: even the most intelligent demon can’t be reasoned with.

DC 15 Poison can’t adversely affect a demon’s alien physiology. They shrug off much of the damage caused by cold, fire, lightning, and mundane weapons.

DC 20 The most powerful demons are even more resilient. They entirely ignore the effects of many magic spells.

Description

Though not particularly intelligent, hezrous are capable of single-minded devotion if directed toward a single task, making them excellent guardians, foot soldiers, and taskmasters. A hezrou’s dedication wavers only once a century or so, when it is suddenly (and mysteriously) transported to the Material Plane. A hezrou on the mortal plane will sometimes recruit bands of monstrous humanoids to help it wreak havoc in the world. In particular, boggards and troglodytes seem easily enamored by the hezrou’s toad-like appearance, and often worship the newly arrived demon as a god.

Behavior

1–3 Committing acts of mindless destruction (setting a fire, uprooting trees, defiling a holy site)

4 Trapped in an abandoned summoning circle

5 Pacing the far side of a magic mirror or planar gate, waiting to be released

6 Mangling the corpse of a recent kill

7 Guarding or patrolling, under the control of a summoner

8 Using napkins and rusted cutlery to dine on humanoid corpses

9 Drawn to you by the secret holy or unholy power of one of your magic items

10 if you let it live, it promises to harm one of your enemies

Signs

1 Pained screams accompanied by guttural laughter

2 Residual negative emotions (envy, paranoia, rage) subtly influence the area’s inhabitants

3 Horribly misshapen animals, born with extra legs, eyes, or heads

4 The remains of another monster, torn limb from limb

5 A human corpse; its face is frozen in an expression of horror

6 Clawed footprints

Encounters

Demons are native to the Abyss but can threaten any part of the world if summoned or by bursting through poorly-sealed arcane gates.

CR 0–2 1d4 dretches ; quasit

CR 3–4 horde demon ; shadow demon ; quasit with 1 to 3 death dogs

CR 5–10 glabrezu ; hezrou ; vrock ; 2 or 3 horde demons ; 2 shadow demons ; shadow demon with 1d4 shadows

Treasure 1 warhammer (named Night Terror; its wielder is rattled while in darkness)

CR 11–16 horde demon band ; marilith ; nalfeshnee ; glabrezu with 1 or 2 horde demons ; hezrou with 1d6 + 2 ghouls ; 3 or 4 shadow demons

Treasure 2 scimitar (named Wrath; intelligent, Lawful Evil, with Intelligence, Wisdom and Charisma scores of 12)

CR 17–22 balor ; 2 glabrezu ; 3 vrocks ; horde demon band with cambion , hezrou , or vrock

Treasure gold demon idol (7,500 gp), 2 bottles containing invisible wine that act as potions of invisibility , spell scrolls of contact other plane and dominate person , demon armor

CR 23–30 balor general ; balor or marilith with horde demon band ; marilith with 2 spirit nagas

Treasure massive ruby (25,000 gp) that contains a soul trapped by the magic jar spell, spell scrolls of magic jar and plane shift , 3 arrows of celestial slaying , 2 longsword   (named Storm Claw; its wielder can cast lightning bolt with no components once per long rest, saving throw DC 18)

CR 31+ balor general with horde demon band , marilith , or nalfeshnee ; balor with 1d4 + 1 vrocks ; marilith with 3 or 4 hezrous

Treasure gemmed black iron war horn (25,000 gp), gemmed dragonbone crown (25,000 gp), 4 elemental gems (water) , Ioun stone of leadership , vorpal sword

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.