The hezrou has advantage on saving throws against spells and other magical effects.
Hezrou
Large Fiend Chaotic Evil
- Saving Throws
- Str +7, Con +8, Wis +4
- Damage Resistances
- cold, fire, lightning, bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Abyssal, telepathy 120 ft.
Traits
Magic Resistance
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.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:11 (2d6 + 4) slashing damage.