b'Demon, Hezrou \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  136 (13d10 + 65)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  17 (+3)  CON:  20 (+5)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Str  +7,  Con  +8,  Wis  +4  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive Perception 11  Languages  Abyssal, telepathy 120 ft.  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Magic Resistance : The hezrou has advantage on saving throws against spells and other magical effects. \n'b'  Stench : Any creature that starts its turn within 10 feet of the hezrou 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\xe2\x80\x99s stench for 24 hours. \n'b'  Actions \n'b'   Multiattack : The hezrou makes three attacks: one with its bite and two with its claws. \n'b'  Bite :  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) piercing damage. \n'b'  Claw :  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  About \n'b' This fiend\xe2\x80\x99s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.'