Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
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.
Rampage. When the hezrou reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. The hezrou makes three attacks: one with its bite, one with its flail and one with its claws.
Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (1d12+10) bludgeoning damage.
If a flail attack hits, he can cause it to create an additional effect of his choice or at random:
1. The attack deals an extra 13 (2d12) bludgeoning damage.
2. The target must succeed on a DC 11 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn.
3. The target must succeed on a DC 11 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
A Hezrou that has been warped by the intense hunger of their new master from their time in Death Dells. It has therefore taken on many characteristics of the other children of Yeenoghu.
(A monster like this is described in the adventure Balder's Gate: Descent into Avernus)
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