osric

osric
FrequencyCommon
Number appearing1d3 or 1d6 (in the Abyss)
Armor class-2
Move60-ft; 120-ft hopping
Hit dice9
% in lair10%
Damage per attack1d3/1d3/4d4
Special attacksSee below
Special defensesSee below
Magic resistance55%
IntelligenceLow
AlignmentChaotic evil
SizeLarge

Slightly shorter than the vrock, the hezrou resemble loathsome toads with humanoid arms. They are vulnerable to normal melee and missile weapons. They cause darkness at will covering a 15-ft radius. They also possess the following special abilities which can be used at will, one at a time; cause fear (as the 4th level magic user spell), levitate (as the 2nd level magic user spell), detect invisibility (objects only, otherwise as per the 2nd level magic user spell), telekinesis (as per the 5th level magic user spell, up to 300 lbs), or gate (as the 9th level magic user spell) another hezrou (20% chance of success).

Hezrou and vrock will gladly fight each other without hesitation, and they both share a love of human flesh.

Treasure: If encountered in their lair, hezrou will have a pile of treasure including 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%) and 1d3 jewellery (20%). In addition, they might (10%) have 1d2 random magical items.

Special Abilities

Darkness — At will, covering a 15-ft radius.

Cause Fear — At will, as the 4th level magic user spell.

Levitate — At will, as the 2nd level magic user spell.

Detect Invisibility — At will, objects only, otherwise as per the 2nd level magic user spell.

Telekinesis — At will, as per the 5th level magic user spell, up to 300 lbs.

Gate — At will, as the 9th level magic user spell, another hezrou (20% chance of success).

Vulnerable to Normal Weapons — Vulnerable to normal melee and missile weapons.

Source: OSRIC. Attribution: Stuart Marshall, with Matthew J. Finch / Black Blade Publishing. License: OGL-1.0a.