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.
How many hezrous for a fight?
A hezrou is worth 3,900 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many hezrous fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
5th
—
—
1
6th
—
1
1
7th
—
1
1
8th
1
1
2
9th
1
2
2
10th
1
2
3
11th
1
2
4
12th
2
3
4
13th
2
4
5
14th
2
5
6
15th
3
5
8
16th
3
6
10
17th
4
7
12
18th
5
8
12+
19th
5
10
12+
20th
6
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the hezrou compares at CR 8
Against the 9 other challenge 8 monsters in the SRD 5.1, the hezrou has more hit points than 4 of them, which makes it a little frailer than most at its CR. See every CR 8 monster.
Statistic
Hezrou
CR 8 average
Armor Class
16
15.4
Hit points
136
116
Best attack bonus
+7
+8
Hezrou 2024 stat block
The 2024 Monster Manual revised the hezrou, and the SRD 5.2 carries the new stat block. What changed:
Armor Class: 16 → 18.
Hit points: 136 → 157.
New in its stat block: Demonic Restoration, Rend and Leap.
Demonic Restoration. If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The hezrou has Advantage on saving throws against spells and other magical effects.
Stench. Constitution Saving Throw: DC 16, any creature that starts its turn in a 10-foot Emanation originating from the hezrou. Failure: The target has the Poisoned condition until the start of its next turn.
Actions
Multiattack. The hezrou makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
Bonus actions
Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.