HezrouCR 11

Always CE Large Outsider (Chaotic, Extraplanar, Evil)

Init +0; Senses darkvision 60 ft.; Listen +23, Spot +23

Aura stench

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 23, touch 9, flat-footed 23
(−1 size, +14 natural)

hp 138 (10 HD); DR 10/good

Immune electricity, poison

Resist acid 10, cold 10, fire 10; SR 19

Fort +16, Ref +7, Will +9

Speed 30 ft.,

Melee Bite +14 (4d4+5) and 2 claws +9 (1d8+2)

Space 10 ft.; Reach 10 ft.

Base Atk +10; Grp +19

Atk Options Blind-Fight, Cleave, Power Attack, improved grab

Special Actions summon demon

Spell-like Abilities (CL 13):

At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18)

3/day—blasphemy (DC 21), gaseous form

The save DCs are Charisma-based

Abilities Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Feats Blind-Fight, Cleave, Power Attack, Toughness

Skills Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

Advancement 11-15 HD (Large); 16-30 HD (Huge)

Level adjustment +9

Improved Grab (Ex) To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stench (Ex) A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills Hezrous have a +8 racial bonus on Listen and Spot checks.