3e SRD:Demon, Hezrou
Hezrou
Size/Type: | Large Outsider (Chaotic, Evil) |
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Hit Dice: | 9d8+27 (67 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 26 (-1 size, +17 natural) |
Attacks: | Bite +13 melee, 2 claws +8 melee |
Damage: | Bite 4d4+5, claw 1d6+2 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | Spell-like abilities, stench, improved grab, summon demon |
Special Qualities: | Damage reduction 20/+2, SR 23, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, half damage |
Saves: | Fort +9, Ref +6, Will +8 |
Abilities: | Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 14 |
Skills: | Concentration +15, Hide +14, Listen +22, Move Silently +12, Search +14, Spellcraft +14, Spot +22 |
Feats: | Blind-Fight, Cleave, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary or gang (2-4) |
Challenge Rating: | 14 |
Treasure: | Standard |
Alignment: | Always chaotic evil |
Advancement: | 10-13 HD (Large); 14-27 (Huge) |
Except where noted below, all demons speak Infernal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will-animate object, blasphemy, blink, chaos hammer, deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight; 3/day-gaseous form. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).
Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. All creatures (except other demons) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same hezrou’s stench for one day. A delay poison or neutralize poison spell removes the effect from one creature.
Improved Grab (Ex): To use this ability, the hezrou must hit a Medium-size or smaller opponent with both claw attacks.
Summon Demon (Sp): Some demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour. Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success.
Half Damage (Ex): Any nonmagical attack against a hezrou, including hits from enchanted weapons, deals only half damage. This effect does not stack with the hezrou’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.
Telepathy (Su): Hezrous can communicate telepathically with any creature within 100 feet that has a language.
Skills: Hezrous receive a +8 racial bonus to Listen and Spot checks.
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