Hezrou
Large fiend, chaotic evil
STR
19
DEX
17
CON
20
INT
5
WIS
12
CHA
13
Armor Class: 16
Hit Points: 136 (13d10+65)
Speed: Walk 30 ft., Swim
Challenge Rating: 8 (3900 XP)
Saving Throws: Str +7 Con +8 Wis +4
Skills:
Senses: darkvision 120 ft. passive perception 11
Languages: Abyssal, telepathy 120 ft.
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.