Hezrou
Large Fiend (demon), chaotic evil
3,900 XP
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.
Quick Reference
Running This Encounter
The Hezrou is a brutish demon that relies on its high AC and HP to absorb punishment while dealing consistent melee damage. Position it in terrain that limits ranged attacks or uses its 40 ft. speed to close distance quickly. Use its stench aura (DC 16 CON save) to weaken the party before melee engagement. Have it prioritize isolated party members or spellcasters to divide the group's focus.
Combat Tactics
The Hezrou charges into combat using its multiattack (bite + two claws) to maximize damage output, dealing an average of 28 damage per turn. It uses its stench to impose disadvantage on ranged attacks and saving throws, then presses melee attacks against the weakest AC targets. If reduced below 40 HP, it may attempt to flee to a defensible position rather than fight to the death.
Environment & Setting
Large caverns, swampy abyssal terrain, or underground fortresses where the demon can use its amphibious nature to its advantage. Cramped underground spaces prevent the party from easily surrounding or escaping the creature.