### Hezrou (Demon) *Large fiend (demon), chaotic evil* **Armor Class** 16 (natural armor) **Hit Points** 136 (13d10+65) **Speed** 30 ft. | STR | DEX | CON | INT | WIS | CHA | |:--------:|:--------:|:--------:|:--------:|:--------:|:--------:| | 19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) | **Saving Throws** Str +7, Con +8, Wis +4 **Damage Resistances** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks **Damage Immunities** poison **Condition Immunities** poisoned **Senses** darkvision 120 ft., passive Perception 11 **Languages** Abyssal, telepathy 120 ft. **Challenge** 8 (3,900 XP) ***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. ***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage.