CREATURE 11
Perception +21; darkvision
Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Skills Arcana +21, Athletics +24, Intimidation +23, Stealth +20 (+24 in swamps)
Str +7 Dex +3 Con +6 Int +4 Wis +5 Cha +4
AC 31; Fort +23, Ref +18, Will +22
HP 245; Weaknesses cold iron 10, good 10
Purity Vulnerability A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink) or a toxin is neutralized (such as via neutralize poison) within 30 feet of a hezrou, the demon takes 6d6 mental damage.
Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become sickened 1 (plus slowed 1 for as long as itʼs sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Speed 30 feet, swim 30 feet
Melee jaws (evil, magical, reach <10 feet>) +24, Damage 2d12+13 piercing plus 1d6 evil and Grab
Melee claw (agile, evil, magical, reach <10 feet>) +24, Damage 2d8+13 slashing plus 1d6 evil
Divine Innate Spells DC 27; 6th divine wrath, paranoia; 5th Abyssal plague, dimension door; 4th dimension door (at will), divine wrath (at will), gaseous form
Poisonous Pustules (poison) Requirements The hezrou is grappling a creature; Effect Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature grabbed or restrained by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save).
Bestiary 2, page 67.
Open Hezrou in the interactive creatures list or browse all creatures starting with H.