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Demon, Hezrou

Hezrou

The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of one has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish tasteā€”signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to incest and poor breeding as they do to a hezrouā€™s proximity.

Although quite intelligent, a hezrou can fairly be said to waste its intellect. They prefer the simple pleasuresā€”slumber, the thrill of torture, the bliss of feasting on a living meal, or the joy of feeling something beautiful breaking and crumbling in a clenched fist. They do not often seek to build empires or lead cultsā€”although few hezrous would turn away prospective minions who came to serve the demon on their own.

These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, and alchemists who cared not how their experiments polluted the environment.


Demon, Hezrou

DEMON HEZROU toad img
AI, in the style of Gustave DorƩ

This fiendā€™s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.

Family: Demons

Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.

STRDEXCONINTWISCHA
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)

Special 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 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 hezrouā€™s stench for 24 hours.

Actions

  • Multiattack: The hezrou makes three attacks: one with its bite and two with its claws.
  • BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
  • ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Demon, Hezrou

They can walk both upright and on all fours, but it always fights standing up

A hezrou is about 8 feet tall and weighs about 750 pounds.

Hezrou
Large outsider (Chaotic, Extraplanar, Evil)
Hit Dice10d8+93 (138 hp)
Initiative+0
Speed30 ft. (6 squares)
Armor Class23 (-1 size, +14 natural) touch 9, flat-footed 23
Base Attack/Grapple+10/+19
AttackBite +14 melee (4d4+5)
Full AttackBite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)
Space/Reach10 ft./10 ft.
Special AttacksSpell-like abilities, stench, improved grab, summon demon
Special QualitiesDamage reduction 10/good, Darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, Spell Resistance 19, telepathy 100 ft.
SavesFort +16, Ref +7, Will +9
AbilitiesStrength 21, Dexterity 10, Constitution 29, Intelligence 14, Wisdom 14, Charisma 18
SkillsClimb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Rope Use+0 (+2 with bindings)
FeatsBlind-Fight, Cleave, Power Attack, Toughness
EnvironmentA chaotic evil-aligned plane
OrganizationSolitary or gang (2-4)
Challenge Rating11
TreasureStandard
AlignmentAlways chaotic evil
Advancement11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment+9

Combat

They enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.

A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, it must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18);

3/day-blasphemy (DC 21), gaseous form.

Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): Its skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or Neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

HEZROU LORE

Originally Posted by Dracomortis of the Wizards Community forums.

On this thread

Characters with ranks in Knowledge (the Planes) can learn more about hezrous. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.

Knowledge (the Planes)
DCResult
15This hunched, toad-like demon is a hezrou. This result reveals all outsider and tanar’ri traits.
26Hezrou serve as sergeants in demonic armies. Although they lack scheming instincts common to more powerful demons, hezrous relish melee combat, perhaps more than any other demon.
31A hezrou will charge headlong into a group of enemies, relying on its powerful stench to weaken foes. It can snatch foes up using its powerful claws.
36Like most demons, a hezrou can greater teleport itself if the tide of battle turns against it. It can also pummel foes with spells such as chaos hammer and blasphemy.
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