Hezrou
Large Fiend (Demon), Chaotic Evil
AC 18 Initiative +6 (16)
HP 157 (15d10 + 75)
Speed 30 ft.
Ability Scores
STR 19 (+4) Save +7 DEX 17 (+3) Save +3 CON 20 (+5) Save +8
INT 5 (−3) Save −3 WIS 12 (+1) Save +4 CHA 13 (+1) Save +1
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Darkvision 120 ft.; Passive Perception 11
Languages Abyssal; telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits
Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.
Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou.
Failure: The target has the Poisoned condition until the start of its next turn.
Actions
Multiattack. The hezrou makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
Bonus Actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.