HezrouLarge fiend (demon)
- 8 (3,900 XP)
Dashing Strike. If the hezrou uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 3 meters of the hezrou must succeed on a DC 14 Fortitude 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 1.5 m. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 11 (2d6 + 4) slashing damage.
Variant: Summon Demon (1/long rest). The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 18 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.