Hezrou

Large Fiend

Armor Class 16

Hit Points 136 (13d10+65)

Speed walk +40

Challenge 10

STR
18
+4
DEX
16
+3
CON
20
+5
INT
8
-1
WIS
12
+1
CHA
12
+1

Saving Throws con +8, int +2, str +7, wis +4

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Abyssal, telepathy 120 ft.

Special Abilities

Chaotic Evil. The hezrou radiates a Chaotic and Evil aura.

Magic Resistance. The hezrou has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The hezrou makes one attack with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the target is restrained and the hezrou can't bite another target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.

Swallow. The hezrou makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits and the hezrou has not swallowed another creature the target is swallowed and the grapple ends. A swallowed creature has total cover from attacks from outside the hezrou it is blinded and restrained and it takes 17 (5d6) ongoing acid damage while swallowed.

If a swallowed creature deals 25 or more damage to the hezrou in a single turn, or if the hezrou dies, the hezrou vomits up the creature.

Darkness. Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute until the hezrou dismisses it or until the hezrou uses this ability again. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.

Reactions

Stench (1/Day). When hit by a melee attack, the hezrou emits a cloud of foul-smelling poison gas in a 20-foot radius. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature is poisoned for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open