Hezrou

Hezrou

A large creature whose heads seems to be part of its massive chest, opens a wide fang filled mouth. Massive, thick arms drape to the ground, sharp black claws grow out of all three digits on each hand.

 

It stands 9 feet tall and weighs about 800lbs.

Hezrou

Challenge Rating: 11

Size: Large

Type: Outsider

Initiative: +4

 

Defense

Hit Points: 145 (10HD)

Armor Class: 25, touch 9, flat-footed 25 (+16 natural, –1 size)

Saves: Fort +16 Ref +3 Will +9

Weaknesses: Silver

 

Offense

Speed: 30 ft., swim 30 ft.

Base Attack: +10

Melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)

Special Attacks: nausea

 

Statistics

Abilities: STR 27, DEX 11, CON 29, INT 14, WIS 14, CHA 18

Skills: Acrobatics +0, Athletics +10,  Awareness +5, Endurance +10, Knowledge +2, Persuasion +4, Spellcraft +6, Survival +2, Thievery +0

Talents: 5 points or recommended: Blind-Fight, Great Cleave,  Improved Initiative, Power Attack

Special Qualities: Space 10 ft.; Reach 10 ft.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Nausea

The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.


Great Cleave

If a hezrou deals a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), it gets an immediate, extra melee attack against another creature within reach. As long as a creature is left Disabled after each attack, the Hezrou gets another melee attack to another creature.

Power Attack

The Herzou, before making attack rolls for a round,  may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed +10. The penalty on attacks and bonus on damage apply until its next turn.

 

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