Demon, Hezrou (CR 13/MR 5)

Mythic Hezrou (CR 13/MR 5)
XP 25,600
Pathfinder Roleplaying Game Bestiary
CE Large outsider (aquatic, chaotic, demon, evil, extraplanar, mythic)
Init +9MF; Senses darkvision 60 ft.; Perception +23
Aura stench (DC 25, 10 rounds)

Defense

AC 30, touch 9, flat-footed 30 (+21 natural, –1 size)
hp 205 (10d10+150); fast healingMA 5 (in water)
Fort +17, Ref +3, Will +9
Defensive Abilities DR 10/epic and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24

Offense

Speed 30 ft., swim 30 ft.
Melee bite +18 (4d4+18/18–20 plus grab), 2 claws +18 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks feral savagery (full attack)MA, inflict mutationMA (DC 25), mythic power (5/day, surge 1d8), nauseaMA (DC 27), quagmireMA (DC 25), savage biteMA

Spell-Like Abilities (CL 14th; concentration +18)
At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs. of objects only), unholy blight (DC 18)
5/day—gaseous form
1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%)

Statistics

Str 29, Dex 11, Con 31, Int 14, Wis 14, Cha 18
Base Atk +10; CMB +20 (+24 grapple); CMD 30
Feats Blind-Fight, CleaveMF, Great CleaveMF, Improved InitiativeMF, Power AttackMF
Skills Climb +22, Escape Artist +10, Intimidate +17, Knowledge (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +30; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Ecology

Environment any aquatic (Abyss)
Organization solitary or gang (1 mythic hezrou and 2–5 non-mythic hezrous)
Treasure standard

Special Abilities

Fast Healing (Su) A mythic hezrou has fast healing 5 when fully immersed in water.

Inflict Mutation (Su) A mythic hezrou can expend one use of mythic power as a standard action to perform a ranged touch attack with its tongue (using its bite attack roll) and target a single creature within 15 feet. If the attack succeeds, the hezrou’s victim is dazed for 1 round and must succeed on a DC 25 Fortitude save or its body and limbs become twisted, gnarled, and bent. The creature takes a –2 penalty on attack and damage rolls, a –6 penalty to its Dexterity score, and its movement speed is halved. This effect lasts for a number of minutes equal to the hezrou’s mythic rank. Amorphous creatures (such as elementals and oozes), plants, and gaseous or incorporeal creatures are immune. This is a polymorph effect and the save DC is Constitution-based.

Nausea (Ex) The noxious vapors and foul fluids that constantly weep and seethe from a mythic hezrou’s body are particularly heinous to those the creature grapples. A creature grappled by a mythic hezrou must succeed at a DC 27 Fortitude save each round at the end of his turn or become nauseated. Once nauseated, he can continue making a new save each round to end the condition. The nausea ends 1 minute after he ceases being grappled by the mythic hezrou, regardless of the result of his saving throws. The save DC is Constitution-based and includes a +2 racial bonus.

Quagmire (Su) A mythic hezrou can expend one use of mythic power as a standard action to transform the ground in a 60-foot radius around it into a swampy acidic quagmire. Creatures trapped inside the quagmire must succeed on a DC 25 Reflex save or become entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Even on a successful save, creatures inside the quagmire can move only at half speed. A creature that is glued to the floor can break free by making a DC 25 Strength check (a move action). Additionally, all creatures inside the quagmire take 1d6 points of acid damage at the beginning of their turn. The quagmire remains for a number of minutes equal to the hezrou’s mythic rank. This is a transmutation affect. The DC is Constitution-based.

Savage Bite (Su) A mythic hezrou adds twice its Strength modifier to its bite damage and its critical threat range with its bite 18-20.

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