Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8091077" data-attributes="member: 83242"><p><span style="font-size: 22px"><strong>Hezrou Brawler</strong></span></p><p><em>large fiend (demon), chaotic evil</em></p><p>[ATTACH=full]126398[/ATTACH]</p><p><strong>Armor Class</strong> 14 (natural armor)</p><p><strong>Hit Points</strong> 149 (13d10 + 65 + 13; bloodied 74)</p><p><strong>Speed</strong> 40 ft.</p><p>[ATTACH=full]126397[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>19 (+4)</td><td>17 (+3)</td><td>20 (+5)</td><td>5 (-3)</td><td>12 (+1)</td><td>13 (+1)</td></tr></table><p>[ATTACH=full]126396[/ATTACH]</p><p><strong>Saving Throws</strong> Str +7, Con +8, Wis +4</p><p><strong>Skills </strong>Athletics +7</p><p><strong>Damage Resistances</strong> cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> poisoned</p><p><strong>Senses</strong> Truesight 120, Passive Perception 11</p><p><strong>Languages</strong> Abyssal telepathy 120 ft.</p><p><strong>Challenge</strong> 8 (3,900 XP) <strong>Proficiency Bonus</strong> +3</p><p>[ATTACH=full]126395[/ATTACH]</p><p><strong><em>Bruiser.</em></strong> The hezrou has a +3 bonus to damage and a -2 penalty to hit on its weapon attacks (included in the attacks). Additionally, it gains a +13 bonus to its hit points and a -2 penalty to its Armor class (included above).</p><p></p><p><em><strong>Magic Resistance.</strong></em> The hezrou has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the hezrou’has disadvantage on the attack roll.</p><p></p><p><em><strong>Magic Weapons.</strong></em> The hezrou’s weapon attacks are magical.</p><p></p><p><strong><em>Stench. </em></strong> Any creature that starts its turn within 10 feet of the barrow giant must succeed on a DC 14 constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.</p><p></p><p><strong><em>Unstoppable (1/Short Rest).</em></strong> The hezrou can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the hezrou can use a reaction, take 30 hit points of damage, and end the condition or effect immediately.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack. </em></strong>The hezrou makes three attacks: one with its bite or sticky tongue and two with its claws.</p><p></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>18 (2d10 +7) piercing damage plus 7 (2d6) acid damage.</p><p></p><p><strong><em>Claw. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 5 ft., one target. <em>Hit: </em>14 (2d6 + 7) slashing damage plus 7 (2d6) poison damage.</p><p></p><p><strong><em>Tongue. </em></strong><em>Melee Weapon Attack: </em>+5 to hit, reach 15 ft., one target. <em>Hit: 10</em> (1d6 + 7) bludgeoning damage plus 3 (1d6) acid damage and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward the hezrou.</p><p></p><p><em><strong>Innate Spellcasting. </strong></em>The hezrou’ spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The hezrou can innately cast the following spells, requiring no material components.</p><p></p><p>At will: <em>darkness, detect invisible, telekinesis </em></p><p>1/day: <em>true seeing</em></p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Leap (Recharge 4-6). </em></strong>If the hezrou is hit by ranged attack, it can jump up to 20 feet high and 40 feet long. This movement does not provoke opportunity attacks.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8091077, member: 83242"] [SIZE=6][B]Hezrou Brawler[/B][/SIZE] [I]large fiend (demon), chaotic evil[/I] [ATTACH type="full" alt="1600458930288.png"]126398[/ATTACH] [B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 149 (13d10 + 65 + 13; bloodied 74) [B]Speed[/B] 40 ft. [ATTACH type="full" alt="1600458927402.png"]126397[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]19 (+4)[/TD] [TD]17 (+3)[/TD] [TD]20 (+5)[/TD] [TD]5 (-3)[/TD] [TD]12 (+1)[/TD] [TD]13 (+1)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1600458926386.png"]126396[/ATTACH] [B]Saving Throws[/B] Str +7, Con +8, Wis +4 [B]Skills [/B]Athletics +7 [B]Damage Resistances[/B] cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] poisoned [B]Senses[/B] Truesight 120, Passive Perception 11 [B]Languages[/B] Abyssal telepathy 120 ft. [B]Challenge[/B] 8 (3,900 XP) [B]Proficiency Bonus[/B] +3 [ATTACH type="full" alt="1600458923722.png"]126395[/ATTACH] [B][I]Bruiser.[/I][/B] The hezrou has a +3 bonus to damage and a -2 penalty to hit on its weapon attacks (included in the attacks). Additionally, it gains a +13 bonus to its hit points and a -2 penalty to its Armor class (included above). [I][B]Magic Resistance.[/B][/I] The hezrou has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the hezrou’has disadvantage on the attack roll. [I][B]Magic Weapons.[/B][/I] The hezrou’s weapon attacks are magical. [B][I]Stench. [/I][/B] Any creature that starts its turn within 10 feet of the barrow giant must succeed on a DC 14 constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours. [B][I]Unstoppable (1/Short Rest).[/I][/B] The hezrou can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, the hezrou can use a reaction, take 30 hit points of damage, and end the condition or effect immediately. [B][U]ACTIONS[/U] [I]Multiattack. [/I][/B]The hezrou makes three attacks: one with its bite or sticky tongue and two with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]18 (2d10 +7) piercing damage plus 7 (2d6) acid damage. [B][I]Claw. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 5 ft., one target. [I]Hit: [/I]14 (2d6 + 7) slashing damage plus 7 (2d6) poison damage. [B][I]Tongue. [/I][/B][I]Melee Weapon Attack: [/I]+5 to hit, reach 15 ft., one target. [I]Hit: 10[/I] (1d6 + 7) bludgeoning damage plus 3 (1d6) acid damage and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward the hezrou. [I][B]Innate Spellcasting. [/B][/I]The hezrou’ spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The hezrou can innately cast the following spells, requiring no material components. At will: [I]darkness, detect invisible, telekinesis [/I] 1/day: [I]true seeing[/I] [B][U]REACTIONS[/U] [I]Leap (Recharge 4-6). [/I][/B]If the hezrou is hit by ranged attack, it can jump up to 20 feet high and 40 feet long. This movement does not provoke opportunity attacks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top