Hezrou

Armor Class
16

(Natural Armor)

Hit Points
136
STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)
Senses
Darkvision 120ft
Passive Perception 11
Languages
Abyssal,
telepathy 120 ft.
Challenge
8

Traits

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.