No. Appearing: 1
Armor Class: -2
Move: 6"//12" (that's swimming)
HD: 9 -- (maximum 72 HPs)
% In Lair: 10%
Treasure Type: C
No. of Attacks: 3
Special Attacks: See Below
Special Defenses: See Below
Magic Resistance: 55%
Size: L (7' tall)
Hezrou look like a gross toad with arms in place of forelegs. Greater Hezrou look very much like the normal sort, but their skin may be a bit shinier and lustrous than typical. Some Greater Hezrou have skin of unusual colors (purples and bright green) where typical Hezrou are of dull colors. They may be struck by normal weapons. Their Darkness is of the 15' radius variety. These additional abilities may be performed, one at a time, at will: Cause Fear (as the wand), levitate (as 8th level MU), detect invisible objects, telekinese (5000 gpw or 500#), gate in another Type II demon (see below).
Each round, roll 1d6 and consider the following additional attack modes:
On a roll of 1, the hezrou attempts a Tongue Lash. It attacks a single target within 10' for 2-12 points of damage if it hits.
|On a roll of 1-4, the hezrou utters a Croak of Doom. All within earshot save or take a -5 to their next saving throw.|
|On a roll of 3-6, the hezrou will attempt a Froggy Piledriver. The hezrou rolls to attack up to 3 adjacent melee attackers. Roll to hit each one in turn at +2. Each target hit takes 1d10 damage, moved back 5-20' and the hezrou follows up.|
Opening a Gate
When a Hezrou attempts to gate in another of its kind, roll 2d6. If any die comes up a 1 or 2, a single Hezrou of a normal sort will appear. If both dice are 2's, a Greater Hezrou will appear.