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Hezrou

Creature 11 — amphibious, demon, fiend, unholy

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAQUATICdemonfiendunholy

Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures some

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +21; darkvision
Languages chthonian, draconic, empyrean; telepathy 100 feet
Skills arcana +21, athletics +24, intimidation +23, stealth +20 (+24 in swamps)
Str
+7
Dex
+3
Con
+6
Int
+4
Wis
+5
Cha
+4
AC 31 Fort +23 Ref +18 Will +22 +1 to all saves vs. magic
HP 245
Weaknesses cold-iron 10, holy 10
Speed 30 feet, swim 30 feet

Offense

Melee Jaws (magical, reach-10, unarmed, unholy) +24, Damage 2d12+13 piercing plus 1d6 spirit plus Grab
Melee Claw (agile, magical, reach-10, unarmed, unholy) +24, Damage 2d8+13 slashing plus 1d6 spirit

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
+1 Status to All Saves vs. Magic
Purity Vulnerability (mental) — 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.
Stench (aura, disease, olfactory) — 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure).

While within the aura, affected creatures take a -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.
Poisonous Pustules (poison) —
Grab
Divine Innate Spells DC 27, attack +17
6th Paranoia
5th Abyssal Plague, Dimension Door
4th Dimension Door (At will), Divine Wrath, Divine Wrath (At will), Gaseous Form

WORKS WELL WITH

WeaverLAND / AQUATICPositioning — Weaver channels enemies into the Hezrou's Stench aura and reach while it locks them down with Grab.
SniperLAND / AQUATICNumbers — Sniper exploits the Sickened condition from Stench while Hezrou dominates the frontline with reach and Grab.

PUNISHES

✖ clumping✖ kiting
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 2.

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