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Hezrou
- STR
- 19 (+4)
- DEX
- 17 (+3)
- CON
- 20 (+5)
- INT
- 5 (-3)
- WIS
- 12 (+1)
- CHA
- 13 (+1)
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.
The hezrou has Advantage on saving throws against spells and other magical effects.
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
The hezrou makes three Rend attacks.
Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage plus 9 (2d8) Poison damage.
Bonus Actions
The hezrou jumps up to 30 feet by spending 10 feet of movement.
Find this creature in the encounter builder

Source: Monster Manual (2025), p. 167 - Licenses and attribution