HEZROU – 5e stats

Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Armor Class (suggested) 22 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.

Proficiency Bonus +3
Proficiency Bonus +6 (5th Edition Advanced Mode)

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 (3900 XP)

Bear Hug (suggested). If the hezrou hits with both claw attacks on the same turn, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, takes 18 (4d6 + 4) bludgeoning damage at the start of each of its turns, and the hezrou can’t use its claws on another target. The hezrou also has advantage on bite attacks against the grappled target.

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.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A hezrou is a large, frog-like demon with scaly skin, clawed limbs, and a fanged maw. It has a pair of horns on its head and a long, spiny tail. Its body emits a foul stench that can sicken those who come near it. A hezrou speaks Abyssal and can communicate telepathically with other creatures within 120 feet . A hezrou is among the least powerful of the true tanar’ri, but still a creature of formidable power. It performs the will of the nalfeshnee by wandering the Abyss and overseeing the formation of armies.

COMBAT

A hezrou is a savage and brutal fighter that relies on its physical strength and natural weapons. It can make three attacks in a single turn: one with its bite and two with its claws . If it hits with both claw attacks on the same target, it can grapple and restrain it, causing bludgeoning damage and giving the hezrou advantage on bite attacks against the grappled target . A hezrou can also use its stench to poison nearby enemies, making them weaker and more vulnerable . A hezrou has resistance to cold, fire, lightning, and nonmagical physical damage, as well as immunity to poison . It also has magic resistance, giving it advantage on saving throws against spells and other magical effects . As true tanar’ri, the hezrou are integral to the Blood War. They enforce the will of true tanar’ri, so they are spared certain death in frontline duty.

HABITAT / SOCIETY

A hezrou is native to the Abyss, the chaotic evil plane of existence where demons dwell. It can be found in various layers of the Abyss, but especially in those that are swampy, fetid, or corrupted by demonic influence. A hezrou serves the demon lords, such as Demogorgon, Orcus, or Yeenoghu, who command legions of hezrous and other demons in their endless wars against each other and against the forces of good . A hezrou is loyal to its master, but also vicious and competitive with other hezrous and demons. It will fight for dominance, territory, or food, often devouring its enemies or allies alike. At certain times in a century, the hezrou can plane shift at will. During these Dark Walks, as they are known, the hezrou go forth and make pacts with mortals. They willingly enter into service to a mortal, typically one in dire need, but exact a heavy toll. In exchange for a major service, such as destroying an enemy’s castle or retrieving a lost artifact, the hezrou secure eternal subservience by the mortal, a family member, friend, or lover. The victims come to the Abyss and serve as manes.

ECOLOGY

A hezrou is a living embodiment of chaos and evil. It has no natural role or purpose in the world, except to spread destruction and suffering wherever it goes. A hezrou can be summoned by powerful spellcasters who wish to use it as a servant or a weapon, but doing so is extremely dangerous and risky. A hezrou will obey its summoner only as long as it is compelled by magic or fear, and will try to break free or turn against its master at the first opportunity. A hezrou can also be created by corrupting a mortal soul with demonic energy, transforming it into a twisted and monstrous creature. A hezrou has no need for food or water, but will eat anything that is edible or alive out of hunger or malice.