Planescape Monstrous Supplement


Tanar’ri, True – Hezrou

Size / Type

Large Outsider (Chaotic, Evil)

Hit Dice

9d8+27 (67)

Initiative

0

Speed

30ft.

Armor Class

26 (-1 Size, +17 Natural)

Attacks

2 Claws +13, bite +11

Damage

Claw 1d6+2, bite 4d4+5

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Improved grab, stench, spell-like abilities, gate

Sp. Qualities

Telepathy, SR25, DR 10/ [+2 and (lawful or silver)], improved uncanny dodge, scent, darkvision 120’, keen eyesight, half damage, tanar’ri, outsider

Saves

Fort +9

Ref +6

Will +8

Abilities

Str 21

Dex 10

Con 17

Int 14

Wis 14

Cha 14

Skills

Concentration +15, Hide +14, Listen +22, Move Silently +12, Search +14, Spellcraft +14, Spot +22

Feats

Multiattack, Cleave, Power Attack

 

Climate

Abyss

Organization

Solitary or group (2-6)

Rating (CR)

14

Treasure

Standard

Alignment

Always Chaotic Evil

Advancement

10 – 13 HD (Large), 14 – 27 HD (Huge)

 

 

· Improved Grab (Ex): If both claw attacks successfully hit a target in the same round, against a medium-size or smaller opponent the hezrou can use this ability. During grappling, claws cannot be used to attack, but in addition to normal grappling rules, the victim takes 2d4+10 damage per round and the hezrou’s bite attack automatically hit (roll only to see if a critical is scored). A hezrou that takes 20hp damage in one round releases its victim.

· Stench (Ex): Anyone within 10’ of a hezrou must succeed at a Fortitude save (DC17) or be overcome by its powerful stench. Anyone so overcome lies helpless on the ground, gagging and vomiting. Those that do successfully make their saves still take a -2 penalty to attack and initiative rolls. A Neutralize Poison cancels the effect, and a Slow Poison lowers the effect one step. The effects last for as long they remain inside the aura and for 1d4 rounds thereafter. Anyone succeeding in the save can’t be affected again by the stench for a day.

· Spell-like Abilities: At will – Animate Object, Blink, Duo-Dimension (3/day), Produce Flame, Protection from Arrows, Summon Insects, Word of Chaos, Unholy Word, and Wall of Fire.

· Gate: Three times per day they can attempt to gate in 4-40 least tanar'ri, 1-10 lesser tanar'ri, or 1-4 greater tanar’ri with a 50% chance. Once per day, they can attempt to gate in 1 true tanar’ri with a 20% chance of success.

· Keen Eyesight (Ex): Hezrou vision is about double the human norm. For thus, they receive a +8 racial bonus to Spot.

· Half Damage: Hezrou receives half damage from any kind of nonmagical attack (fire, poison, acid, etc). Also, they are immune to nonmagical weapons.

· Tanar’ri Traits:

 

· Spell-like abilities: At will – Darkness, Darkvision, and Greater Teleport.

· Resistances: Cold, fire and gas resistance 20.

· Immunities: Electricity, normal fire, and poison.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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