Size:
Type:
Fiend
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Action
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Action
Multiattack
The hezrou makes three attacks: one with its bite and two with its claws.
Special
Magic Resistance
The hezrou has advantage on saving throws against spells and other magical effects.
Special
Stench
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Nausea|Stench|Telepathy
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is in melee combat with a hezrou, that foe must make a Death save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a save, or until a minute has passed during which he is not in melee range of the hezrou, whichever condition comes first.
Special
|Nausea|Stench|Telepathy
You secrete an oily chemical that nearly every other creature finds offensive. All living creatures sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature.
Special
|Nausea|Stench|Telepathy
Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Special
|Nausea|Stench|Telepathy
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Blind-Fight
Action
Feat 2
Cleave
Action
Feat 3
Great Cleave
Action
Feat 4
Improved Initiative
Action
Feat 5
Power Attack
Action
Melee 1
bite +17 (4d4+8 plus grab)
Action
Melee 2
2 claws +17 (1d8+8 plus grab)
Special
1/day
blasphemy (DC 21), summon (level 4, 1 hezrou 35%)
Special
3/day
gaseous form
Special
At will
chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
Special
Nausea (Ex)
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 to all saves vs. magic
Ability
Divine Innate Spells
DC 27; 6th divine wrath, paranoia; 5th abyssal plague, dimension door; 4th dimension door (at will), divine wrath (at will), gaseous form
Ability
Poisonous Pustules
Circumstance: The hezrou is grappling a creature;
(poison) Requirements: The hezrou is grappling a creature; Effect Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature grabbed or restrained by the hezrou takes 2d12+6 poison damage (DC 30 basic Fortitude save).
Ability
Purity Vulnerability
A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink) or a toxin is neutralized (such as via neutralize poison) within 30 feet of a hezrou, the demon takes 6d6 mental damage.
Ability
Rituals
DC 27; 4th blight; 1st abyssal pact
Ability
Stench
2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
jaws +24 [+19/+14] (evil, magical, reach 10 feet), Damage 2d12+13 piercing plus 1d6 evil and Grab
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
Weakness
cold iron 10
good 10
This fiend's armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.
5e SRD