Demon, Fleshwarper Hezrou

This fiend’s armored flesh is scaly and moist. Its large, toothy mouth gapes below a pair of hungry, reptilian eyes.

Fleshwarper Hezrou Demon CR 14

XP 38,400
Skilled
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +25
Aura stench (DC 27, 10 minutes)

DEFENSE

AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, -1 size)
hp 216 (16d8+144)
Fort +16, Ref +15, Will +12
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25

OFFENSE

Speed 30 ft.
Melee 2 claws +21 (1d6+10 plus grab), bite +21(1d8+10 plus rot)
Space 10 ft.; Reach 10 ft.
Special Attacks nausea
Spell-Like Abilities (CL 16, concentration +20)

STATISTICS

Str 30, Dex 20, Con 29, Int 19, Wis 24, Cha 19
Base Atk +12; CMB +23 (+27 grapple); CMD 38
Feats Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Great Fortitude, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)
Skills Acrobatics +24, Craft (fleshwarping) +23, Handle Animal +23, Heal +26, Intimidate +23, Knowledge (local, nature, planes) +23, Perception +25, Survival +26
Languages Abyssal, Celestial, Draconic, Infernal; telepathy 100 ft.
SQ demon shaping

SPECIAL ABILITIES

Demon Shaping (Su)

Three times per day, the fleshwarper hezrou can spend a minute to transform nearby dretches into other lesser demons. The hezrou can transform one dretch for every Hit Die possessed. It can then reshape these dretches into a number of Hit Dice worth of lesser demons equal to the number of dretches affected. Dretches to be reshaped must be within 50 feet of the hezrou, becoming stationary and unable to move once the shaping begins. After a minute passes, the dretches reform into the shape of a new lesser demon (with a CR no higher than the fleshwarper hezrou s). Demons created in this manner are not automatically subservient to the fleshwarper hezrou.

Nausea (Ex)

The noxious vapors and foul fluids that constantly weep and seethe from the fleshwarper hezrou’s body are particularly heinous to those the creature grapples. Each round a creature grappled by the outsider must make a DC 27 Fortitude save or become nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first. The save DC is Constitution-based.

ECOLOGY

Environment any swamp (Abyss)
Organization solitary or gang (2 4 lesser demons)
Treasure standard

Through accident more than effort, some hezrou gain control over the mutating effects of their presence over living creatures. These hezrou claim to be the originators of the foul art of fleshwarping having imparted the dark secrets to the drow as part of their original demonic pacts. If this claim is valid, then the fleshwarping hezrou completely waste their talents and potential. Instead of raising armies or remaking demonkind over in their image, the majority simply use their abilities to be better bullies. They might create a small gang of tortured minions or claim a remote region of the Abyss as territory. Beyond that, they warp and tear the forms of creatures around them for personal amusement and little real purpose. Only when summoners bind the demons to a task are their abilities pushed toward creative limits.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

scroll to top