Hezrou

Large fiend (demon), chaotic evil
Armor Class
16
Hit Points
13d10 + 65 (136)
Speed
walk
30 ft.

STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)

Saving Throws Con +8, Wis +4
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900XP)

Damage Resistances
cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
poison
Condition Immunities
poisoned

Special Abilities

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.

Claws

Melee Weapon Attack: +7 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 dretches 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.