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Large fiend · CR 8

Hezrou

Armor Class16
Hit Points136 (13d10+65)
Speed30 ft.
ChallengeCR 8 (3,900 XP)
STR
19
(+4)
DEX
17
(+3)
CON
20
(+5)
INT
5
(-3)
WIS
12
(+1)
CHA
13
(+1)
Saving ThrowsSTR +7, CON +8, WIS +4
Resistancescold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Immunitiespoison
Cond. ImmunePoisoned
Sensesdarkvision 120 ft., passive Perception 11
LanguagesAbyssal, telepathy 120 ft.
Special Abilities
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.
Actions
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.

Running Hezrou in an encounter

As a CR 8 threat worth 3,900 XP, Hezrou is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 8 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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