Reduced-Threat Hezrou

Tales from the Yawning Portal p. 113

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
16 (natural armor)
Hit Points
68 (13d10+65)
Speed
walk 30 ft.
Saving Throws
Str +5, Con +6, Wis +2
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
11
Languages
Abyssal, telepathy 120 ft.
Challenge
4
Lineage
Hezrou
STR
19
+4
DEX
17
+3
CON
20
+5
INT
5
−3
WIS
12
+1
CHA
13
+1

Traits

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 12 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: +5 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Variant: Summon Demon (1/Day)

The demon chooses what to summon and attempts a magical summoning.

A hezrou has a 30 percent chance of summoning 2d6 dretch or one hezrou.

A summoned demon appears in an unoccupied space within 60 feet 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.

recharge

1/DAY

Legendary Actions

Legendary Actions (0/Turn)

The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn.

recharge

0/TURN

Other data

description