Traits

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.

Actions

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).
Alignment Chaotic Evil
CHA 13
CON 20
Challenge Rating 8
Condition Immunities Poisoned
DEX 17
HP 136 (13d10+65).
INT 5
Immunities Poison
Languages Abyssal Telepathy 120 Ft.
Passive Perception 11
Resistance Ice, Fire, Lightning; Bludgeoning and Piercing from Nonmagical Attacks
Roll 0 Eat 1d20 + 7 d10+4
Roll 1 Claw 1d20 + 7 3d6+4
STR 19
Throws that Save Str +7. Con +8, Wis +14.
Senses Darkvision 120 Ft.
Size Large
Speed 30 ft.
Type fiend (demon).
WIS 12