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