16 (natural armor)
68 (13d10+65)
walk 30 ft.
Str +5, Con +6, Wis +2
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
poison
poisoned
darkvision 120 ft.
Abyssal, telepathy 120 ft.
4
The hezrou has advantage on saving throws against spells and other magical effects.
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 12 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.
The hezrou makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 chance of summoning 2d6 dretch or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn.