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Demon:Hezrou (Tanar'ri)
Size & Type (subtype):Large Outsider (Chaotic, Evil)Hit Dice:9d8+27 (67)
Initiative:   +0   Speed:   30 ft.  
Armor Class:   26 (-1 size, +17 natural)   Attacks:   Bite +13 melee, 2 claws +8 melee melee, bite +13 melee  
Damage:   Bite 4d4+5, claw 1d6+2   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities, stench, improved grab, summon tanar'ri   Special Qualities:   Damage reduction 20/+2, SR 23, tanar'ri qualities, half damage  
Saving Throws  Fortitude: 9  
Reflex: 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 and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or gang (2-4)  
Challenge Rating:   14   Challenge Rating Value:   14  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   10-13 HD (Large); 14-27 HD (Huge)  


Hezrous speak Abyssal, Celestial, and Draconic.


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 tanar'ri) 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 Tanar'ri (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

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.

Immunities (Ex): Hezrous are immune to poison and electricity.

Resistances (Ex): Hezrous have cold, fire, and acid resistance 20.

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002