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HezrouCreature 11


LargeAmphibiousChaoticDemonEvilFiendUnholy
Source Pathfinder Bestiary 2
Perception +21 (darkvision)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Arcana +21, Athletics +24, Intimidation +23, Stealth +20
Str +7, Dex +3, Con +6, Int +4, Wis +5, Cha +4

AC 31; Fort +23; Reflex +18; Will +22; +1 to all saves vs. magic
HP 245
Speed 30 feet (swim 30 feet)
Weaknesses Cold Iron 10, Holy 10

Jaws One Action +24 (+19, +14) to hit (magical, reach 10, unarmed, unholy) 2d12+13 Piercing
Claw One Action +24 (+20, +16) to hit (agile, magical, reach 10, unarmed, unholy) 2d8+13 Slashing

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+1 Status to All Saves vs. MagicPurity Vulnerability (mental)

A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink) or a toxin is neutralized (such as via neutralize poison) within 30 feet of a hezrou, the demon takes 6d6 mental damage.

Stench (aura, disease, olfactory)

30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure).

While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Poisonous Pustules One Action (poison)

Requirements The hezrou is grappling a creature


Effect Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature Grabbed or Restrained by the hezrou takes (2d12+6) poison damage (DC 30 fortitude save).

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Innate Spells (DC 27, +17 to hit)

4th Level: Dimension Door (At will), Divine Wrath, Divine Wrath (At will), Gaseous Form
5th Level: Abyssal Plague, Dimension Door
6th Level: Paranoia


Rituals

Abyssal Pact, Blight


Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.