Hezrou (3.5e Monster)

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Author: ThunderGod Cid (talk)
Date Created: November 16, 2010
Status: Complete
Editing: Clarity edits only please
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This is a monster from Liber Demonica. You might be looking for the hezrou.

Hezrou
Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 11d8+143 (193 hp)
Initiative: +6
Speed: 60 ft.* (12 squares)
Armor Class: 28 (-2 size, +2 Dexterity, +16 natural, +1 dodge), touch 11, flat-footed 25
Base Attack/Grapple: +11/+29
Attack: Bite +22 melee (4d4+10, x4), 2 claws +17 melee (1d8+5)
Full Attack: Bite +22 melee (4d4+10, x4) and 2 claws +17 melee (1d8+5)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, possession, spell-like abilities
Special Qualities: Bounding assault, infectious rage, haste, immunity to fire and poison, path of flames, rage, resistance to acid 15, cold 15, and electricity 15, spell resistance 21, telepathy 100 ft., true sight
Saves: Fort +19, Ref +10, Will +11
Abilities: Str 30, Dex 14, Con 34, Int 14, Wis 14, Cha 18
Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats: Cleave, Combat Expertise (variant) B, Great Cleave, Improved Initiative, Iron WillB, Power Attack B, Toughness (variant)

B Bonus feat

Environment: The Abyss
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment:


The leering, toad-like face of this creature can be seen through a massive plume of smoke and flames, which carries on it a terrible stench the likes of which you have never felt before. Gasping for air and resisting the urge to vomit, you raise your weapons as the monster moves closer, its fetid stench growing ever stronger and the flames surrounding it become ever more intense.

The Abyss is full of nasty creatures. This one keeps the others in line.

Hezrou are the brutish enforcers of the demonic ranks, large and nasty beasts used as living tanks sent ahead of the main force. Probably because they smell so awful that not even other demons can stand to be around them.

Combat[edit]

Hezrou never refrain from melee; their rage is so tremendous that it can even influence the actions of others, provoking them into launching a direct attack into the demon's waiting arms.

Bounding Assault (Ex): A hezrou can move tremendously quickly by using all four of its powerful limbs to move like an ape. It may run five times its base speed or charge at three times its base speed.

Haste (Ex): A hezrou is unnaturally quick, especially given its size. It is always considered to have all the benefits of the haste spell (thus it also cannot be slowed, but nor can it be affected by an effect that hastes a creature).

Improved Grab (Ex): To use this ability, a hezrou must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Infectious Rage (Ex): A hezrou’s rage is contagious. Every creature that can see the hezrou must make a Will save (DC 27) or be forced to close and (if possible) attack the hezrou in melee combat for that round. They must make this save each round at the beginning of their turn regardless of past successes or failures. This save DC is Constitution-based. This ability supercedes its aura of primal emotion, as it is far more potent.

Path of Flames (Ex): A hezrou may use the flames that surround it to defy gravity (it’s a demon, it doesn’t have to obey all laws of physics), moving as though under the effect of an air walk spell.

Rage (Ex): A hezrou is a demon of anger, and its fury is capable of physically manifesting itself as flames of hellfire that extend out to the hezrou’s melee reach and have a variety of effects. First, the hezrou is considered under the effect of a permanent fire shield spell (protecting it from both fire and cold damage). Anything that passes through the hezrou’s melee reach is burned by the hellfire, taking 1d6 untyped damage per two HD of the hezrou (base 5d6). This damage is also added to each successful melee attack the hezrou makes; each melee attack also carries the effect of a greater dispel magic spell (with the hezrou‘s attack roll in place of the caster level check).

The flames also create a shroud of putridly stinking smoke, granting the hezrou concealment (but also allowing it to be seen for the purposes of its infectious rage ability) and forcing anyone that comes within its melee reach to be subject to the effects of a stinking cloud spell (DC 27). This save is Constitution-based. Hezrou are immune to the effects of this ability, whether theirs or that of another hezrou.

Possession (Su): A hezrou has the ability to possess a mortal creature (see this page for complete rules on demonic possession). The save against this ability and all related abilities described below are Charisma-based, with a DC equal to 19. The hezrou may also attempt to possess someone without losing its physical form if they come under the effects of its infectious rage.

While in spirit form, the hezrou's statistics are modified as follows: It's Armor Class changes to 15. It loses its normal base speed but gains a fly speed of 120 feet (with perfect maneuverability). The hezrou loses the ability to communicate by any means short of telepathy, cannot have its mind read, and cannot interact with its surroundings in any way except by touching a potential possession victim. While the hezrou also loses all the use of all normal attacks or abilities in this form, it becomes invisible (as the invisibility spell) so long as it remains incorporeal in this manner.

A creature possessed by a hezrou feels like their flesh is burning; while this may initially seem to be a mental symptom, examination of the host with a true seeing spell reveals that the creature is in fact covered in invisible flames of an Abyssal nature, which cause no real harm to the host or others but are quite distracting, both to the possessed creature and anyone unfortunate enough to notice. These flames also serve as a convenient marker to other demons to display the location of the possessor. Additionally, the facial features of the host distort as if in pain or anger at all times, giving them a -2 penalty on all Charisma-based checks (except Intimidate), a -1 penalty to Charisma-based DCs, and funny looks and questions from most ordinary people.

Less noticeable but equally prevalent are the murderous and angry feelings the hezrou’s presence creates within its host, which occasionally spill out in fits of rage. Whenever the host is stressed or threatened, it must make a Will save (DC identical to possession DC) or become the subject of an rage spell effect. This ability is considered extraordinary, and at the end of each round, the host can attempt a new save to end the effect. However, if the stressor is still present, a new save against this ability may have to be made later.

A hezrou that uses the Bane action upon its host causes them to gain the full benefits (and drawbacks) of their infectious rage ability.

If a hezrou attempts to possess a minor NPC 5th or lower level, instead of the normal possession rules, that creature becomes a possessed, with a level equal to its level. If the hezrou possesses a major NPC or PC whose level or CR is less than its own (normally 11), the Abyssal flames that burn its soul become deathly hot, dealing 1d6 fire damage each round per point of difference in CR and/or level to the host.

Spell-Like Abilities: At-will - greater teleport (self plus 50lb of objects only). Caster level 11th.

True Sight (Ex): A hezrou sees naturally as though it were under the effect of a true seeing spell.


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Facts about "Hezrou (3.5e Monster)"
AlignmentAlways chaotic evil +
AuthorThunderGod Cid +
Challenge Rating11 +
EnvironmentThe Abyss +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeHuge +
SubtypeChaotic +, Extraplanar +, Evil + and Tanar'ri +
TitleHezrou +
TypeOutsider +