### 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.