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.
Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.
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.
Eat a Happy Meal. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the attack kills the target, the creature swallows the body and regains 2d12 health . In addition, the creature farts out a Stench in a 30ft range.
Summon Demon (1/Day). After Am-Ha Raths is struck the first time, he will cast Summon Demon. The demon chooses what to summon and attempts a magical summoning.
A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Lair and Lair Actions
Cover Retreat. When rampaging through Larakesh, Am-Ha-Raths will attempt kill citizens and destroy business. 2d4 civilians will be injured. A fire will start in a market stall, and he will throw a child at one of the party.
Go High. Am-Ha Raths, after being hit by party or guards while on the streets of Larakesh will leap onto a rooftop.
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