Hezrou

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Hezrou
Species chthonic (demon)
No. Appearing 1–6
Behaviour malevolent
Range Abyss, subterranean
Size 7 ft. tall
Weight 380 lbs.
Intelligence 8
Armour Class -2
Hit Dice 9
Action Points 5
Max. Stride 9
THAC0 15
Hp/Die 2d4
Attack Forms 3: two claws, maw
Damage claw (1–8); maw (4–16)
Special Attacks cause fear, darkness, detect invisible
objects
, gate, levitate, magic
resistance
, magic to hit, natural
immunities
, possession, telekinesis,
teleport, ultravision

Hezrou are loathsome toad-shaped demons, dwelling in the Abyssal swamps, mires and muskeg pits, notoriously devoid of free-standing water. These muck-and-slime expanses fill the bottom of hollows and chasms on every plane of the Abyss, growing deeper and more polluted as one goes deeper. In these places, these creatures feed eternally on the damned, chewing and disgorging them over and over, until they're transformed into hideous deformities.

Hezrou.jpg

Upon occasion, these horrific places create a momentary breach into the Prime Material, enabling a Hezrou and some its dark matter to pour forth into the fissures beneath dungeons and unholy places. As these demons are content to pass centuries in passive regurgitation, it's only as their spawn begins to appear on the world's face that anyone thinks to investigate and eventually exterminate the fiends responsible.

Advantages

Hezrou have a great many defenses and forms of attack, most of which can be performed "at will," which means by expending 1 action point (AP). However, no more than one of these attacks can be employed per combat round. A power cannot be employed again if it's already active.

Defenses

Hezrou are immune to sleep, charm and curses, as well as from cold, fire, electricity or gas-based attacks. They can only be hit by magical weapons.

These demons have a strong magic resistance of 55%. They possess a natural ultravision, so that they can see perfectly in normal darkness, even deep underground.

If pressed, or if they wish to cripple their opponents, hezrou are able to produce a magical darkness at will, encircling themselves with a 20 ft. radius of inky blackness. This darkness is much more powerful than the mortal dweomer, as it can't be countered with a light or continual light spell; only dispel magic can dismiss it. As they can detect invisible objects, they can easily locate their enemies in this dweomer, for it favours them and not ordinary mortals.

Attacks

See Bestiary