Medium Fiend (Demon), Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 75 (12d10 + 15)
Speed 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
11 (+0)
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 120ft, Truesight Can see invisible creatures, Passive Perception 10
Languages Abyssal, Common, Telepathy
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Necrosing Aura. Any creature within 5ft. of the Bulezau must make a CON saving throw, DC 14. On a failure, the creature takes 1d6 necrotic damage, and is poisoned. If 5 or more creatures are within the aura, the damage doubles, and the saving throw increases to DC 18.

Blood Frenzy. If the Bulezau has brought 2 or more creatures to 0HP it enters Blood Frenzy. Its strength goes up to 25 and become immune to nonmagical bludgeoning, slashing, and piercing damage.

 

Actions

Gore. The Bulezau multiattacks with its teeth and claws.

Charge. The Bulezau rushes 10ft or more and makes a claw attack. 

Claw attack. Melee Attack: +6 to hit, reach 5 ft. Hit: 11 (2d8 + 3) [Slashing] damage.

Bite attack. Melee Attack: +6 to hit, reach 5 ft. Hit: 9 (2d6 +3) [Piercing] damage.

 

 

Bonus Actions

Leap. The hezrou jumps up to 30 feet by spending 10 feet of movement.

Barbed Tail. Melee Attack: +7 to hit, reach 10 ft. Hit: 10 (2d6 + 4) [Piercing] damage + 14 (2d10 +4) [Poison] damage. Target must make a DC 14 CON save. On a failure the target has the Poisoned condition.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demonfiend

Habitat: Planar (Abyss)

imogenie

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