HezrouLarge fiend (demon)
Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
Stench. Any creature that starts its turn within 2 meters of the hezrou must succeed on a DC 16 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.
Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 15 (2d10 + 4) piercing damage.
Claw (2/turn). Melee Weapon Attack: +7 to hit, reach 1 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 10 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 on its turn (no action required).
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9