Reimagining SRD Fiends: The Hezrou

Herein are gathered all the threads about those creatures that stalk our nightmares and against whom are characters must battle!
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Reimagining SRD Fiends: The Hezrou

Post by KaiserKris »

The demon that stands before you is gross beyond imagining, with a vaguely toad-shaped head and a massive body covered in noxious slime. Even worse than its appearance is the revolting smell that exudes so much, and it is all you can do not to simply vomit your guts out, which would be a dire mistake because it is approaching you, a cloud of poisonous gas emitting from grotesquely oversized opened pores.

No. Encountered: 1-4
Size: Large
HP: 123 (10d10+50)
Move: 30 (walk), 30 (swim)
AC: 24
Attacks: 2x Slam +1 (2d4+4)
Special: Acid Slime, Amphibious, Blood Rage, Demonic Attributes, Gas Cloud, Immunities, Magical Natural Weapon, Noxious Stench, Summoning, Toughness
Primes: Strength, Constitution
Int: Average
Alignment: Chaotic Evil
Type: Extraplanar (demon)
XP: 4200 + 10

Special Abilities:
Acid Slime: The acidic slime coating the Hezrou increases the difficulty of grappling it by 5, and it will automatically do 2d4 acid damage each round to anyone attempting to grapple it. Anyone striking the Hezrou with a melee weapon must make a Dexterity save or suffer 2d4 acid damage.

Amphibious: Hezrous are amphibious creatures and cannot be drowned, and swim at the same speed as they walk.

Blood Rage: When a Hezrou is reduced to half or less of its Hit Points, it goes into a powerful rage, gaining +2 to its attack rolls and damage as well as Strength and Constitution saves.

Demonic Attributes: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight. Demons are capable of speaking and understanding any language, as well as using telepathy, and possess perfect darkvision.

Gas Cloud: Once per day, the Hezrou is capable of emitting a noxious cloud of poisonous gas in a radius of 60 feet around it, which acts as the cloudkill spell. The poisonous gas lasts for 1d10 rounds unless dispelled by a gust of wind.

Immunities: Hezrous can only be damaged by magical, good-aligned or cold iron weapons. They are immune to acid, poison, disease and fear.

Magical Natural Weapons: A Hezrou’s natural weapons are considered to be +1 magical weapons.

Noxious Stench: All individuals coming within 100 feet of a Hezrou must make a Constitution save or become sickened, losing 1d4 Strength, Dexterity, Constitution and Charisma and losing a turn, as they vomit uncontrollably. The lost attribute damage returns as soon as the individual is at least 60 feet from the Hezrou or its corpse.

Summoning: Hezrous are capable of summoning 2d6 dretches, 1d3 babaus or 1 vrock once per day.

Toughness: Hezrous are exceptionally durable and receive a +2 HP bonus per level on top of the Constitution bonus they receive for having a prime.

The vile hezrous are among the strongest and most fearsome creatures of the Abyss, notable for their vast physical power and also for the variety of fearsome acidic and poisonous substances at their disposal. They prefer swampy or other semi-aquatic environments and often lie in wait for their enemies in deep water, aiming to capture them and hold them underwater until they drown- or simply tearing them apart. While reasonably intelligent, the hezrou are simple in their motivations. They enjoy food (especially living intelligent beings), slumber and the destruction of life.

In combat, hezrous often utilize their favored environments to their advantage, but otherwise are fairly straightforward in combat. By the standards of their hit dice, they are exceptionally powerful creatures and enjoy using that strength to ruthlessly pummel weaker enemies to death. They are especially fond of grabbing enemies and dragging them underneath the water, simultaneously burning them with acidic slime and drowning them.

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