Hezrou Horde
Gargantuan swarm of large fiends, chaotic evil
Armor Class 16 (natural armor)
Hit Points 1,085 (70d20 + 350; bloodied 542)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 17 (+3) | 20 (+5) | 5 (-3) | 12 (+1) | 13 (+1) |
Saving Throws Str +12, Con +13, Wis +9
Skills Athletics +12, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning piercing and slashing that is nonmagical
Damage Immunities poison
Condition Immunities poisoned; see Swarm Resistance
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Colossal. The horde's space is 40-feet by 40-feet.
Legendary Stench. Any creature that starts its turn inside or within 20 feet of the horde must succeed on a DC 21 Constitution saving throw or be poisoned until the start of its next turn. This effect ignores immunity to the poisoned condition on creatures with 25 hit dice or fewer; however, these creatures have advantage on the saving throw.
Magic Resistance. The horde has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the horde has disadvantage on the attack roll.
Swarm. The horde can occupy another creature’s space and vice versa, and the horde can move through any opening large enough for a Large Hezrou. If the horde is reduced to 810 hit points or less change its space to 35-feet by 35-feet and it loses one use of its legendary actions. If the horde is reduced to 540 hit points or less change its size to 25-feet by 25-feet and it loses an additional use of its legendary actions. If the horde is reduced to 272 hit points or less, choose: 1) replace the horde with two hezrou in unoccupied spaces within the former area of the horde, or 2) reduce the size to Gargantuan and keep the current statistics, but remove the Swarm Resistance trait.
Swarm Reactions. The horde does not have reactions. Whenever a creature moves inside the space of the horde or out of the space of the horde, the horde makes one claw attack with advantage targeting the triggering creature.
Swarm Resistance. The horde has advantage on saving throws against being blinded, paralyzed, petrified, prone, restrained, or stunned. Additionally, the horde can use its legendary actions to immediately end one condition or effect it is suffering per legendary action spent.
Swarm Tactics. The horde has advantage on attack rolls and saving throws against a creature if it is occupying the same space as the horde.
Swarm Vulnerabilities. The horde takes double damage from any attack that effects any area that is 15 feet by 15 feet or greater.
ACTIONS
Multiattack. The horde makes two bite attacks and four claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Innate Spellcasting. The horde’s spellcasting ability is Charisma (spell save DC 12). The hezrou can innately cast the following spells, requiring no material components.
At will:
darkness, detect invisible, telekinesis
1/day:
true seeing
LEGENDARY ACTIONS
The horde can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horde regains spent legendary actions at the start of its turn.
Multiattack. The horde uses its multiattack action.
Move. The horde moves up to 10 feet.
Innate Casting. The horde cast a spell.