Demon, Hezrou

Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) — CR 11

Monster Manual v.3.5 (MM), p. 443.5
Hit Dice
10d8+93 (138 hp)
Initiative
+0
Speed
Land 30 ft
Armor Class
23, touch 9, flat-footed 23
Base Attack / Grapple
+10/+19
Attack
Bite +14 melee (4d4+5)
Full Attack
Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)
STR
21
DEX
10
CON
29
INT
14
WIS
14
CHA
18
Fort / Ref / Will
+16 / +7 / +9
Challenge Rating
11
Alignment
Always Chaotic-Evil
Organization
Solitary or gang (2−4)
Treasure
Standard
Environment
Infinite Layers of the Abyss
Level Adjustment
+9
Spell Resistance
19
Caster Level
13

Special Abilities

Improved GrabSpell-Like AbilitiesStenchSummon Tanar'riDamage ReductionDarkvisionImmunity to ElectricityImmunity to PoisonResistance to AcidResistance to ColdResistance to FireTelepathySpell Resistance

Feats

This creature looks like a massive, roughly humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back.

Description

Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.

A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.

Hezrous are demonic sergeants, overseeing the formation of armies and commanding units in battle. They don’t have the scheming instincts of the more powerful demons, but hezrous are cunning in battle.

A hezrou can walk both upright and on all fours, but it always fights standing up.

A hezrou is about 8 feet tall and weighs about 750 pounds.

Combat

Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.

A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.