Magic Resistance: The dnd5e hezrou creature has an advantage over the saving throws that are almost against the spells as well as the other magical effects.
Stench: All creatures that start their turn within 10 feet of the Hezrou’s hezrou must succeed on a DC 14 Constitution saving throw. Otherwise, they will be poisoned until the beginning of their next turn. A successful saving throw makes the creature almost immune to hezrou’s stench, for 24 hours.
Multiattack: The hezrou monster has three attack options: One with its bite, and two with its claws.
BiteUsing this bite attack, the monster can create a Melee weapon. Attack: +7 to hit. Reach 5 ft., one target. Hit: 15 (2d10 + 4), piercing damage.
ClawsThis claw attack can be used by the dnd monster to create a Melee Weapon Attack. It is +7 to hit, and can reach 5 feet. One target. Hit: 11 (2d6 + 4) slashing damage.
Attributes of Hezrou Monster DnD5E
|AC||16 (Natural Armor).|
|Languages||Abyssal Telepathy 120 Ft.|
|Resistance||Ice, Fire, Lightning; Bludgeoning and Piercing from Nonmagical Attacks|
|Roll 0||Eat 1d20 + 7 d10+4|
|Roll 1||Claw 1d20 + 7 3d6+4|
|Throws that Save||Str +7. Con +8, Wis +14.|
|Senses||Darkvision 120 Ft.|