Monsters / Demon, Hezrou
Demon, Hezrou
CR 11 - 12,800 XP - CE Large Outsider
Stat block
AC25 (touch 9, flat-footed 25)HP145 (10d10+90)SavesFort +16, Ref +3, Will +9Meleebite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)Speed30 ft., swim 30 ft.AbilitiesStr 27, Dex 11, Con 29, Int 14, Wis 14, Cha 18BAB / CMB / CMD+10 / +19 / 29Sensesdarkvision 60 ft.; Perception +23Environmentany swamp (Abyss)
DR 10/goodimmune electricityimmune poisonresist acid 10, cold 10, fire 10SR 22
Combat brain - every behavior cites its line (7 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
grapple-grab (from melee)
melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab) - grab rides the hit
melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab) - grab rides the hit
pack-hunter (from lore)
These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, a...
These monstrous and bestial creatures form from the souls of evil mortals who poisoned themselves, their kin, or their surroundings, such as drug addicts, assassins, a...
bruiser (from abilities)
abilities: Str 27 over Dex 11 - plant and full-attack, soak the hits
abilities: Str 27 over Dex 11 - plant and full-attack, soak the hits
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +23 - hunts where prey is blind
senses: darkvision 60 ft.; Perception +23 - hunts where prey is blind
targets-weakest (from alignment)
alignment CE, Int 14 - picks off the wounded and the unarmored first
alignment CE, Int 14 - picks off the wounded and the unarmored first
On-hit riders and breath
nausea
From the entry
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.
The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can c...