A large creature whose heads seems to be part of its massive chest, opens a wide fang filled mouth. Massive, thick arms drape to the ground, sharp black claws grow out of all three digits on each hand.
It stands 9 feet tall and weighs about 800lbs.
Challenge Rating: 11
Hit Points: 145 (10HD)
Armor Class: 25, touch 9, flat-footed 25 (+16 natural, –1 size)
Saves: Fort +16 Ref +3 Will +9
Speed: 30 ft., swim 30 ft.
Base Attack: +10
Melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)
Special Attacks: nausea
Abilities: STR 27, DEX 11, CON 29, INT 14, WIS 14, CHA 18
Skills: Acrobatics +0, Athletics +10, Awareness +5, Endurance +10, Knowledge +2, Persuasion +4, Spellcraft +6, Survival +2, Thievery +0
Talents: 5 points or recommended: Blind-Fight, Great Cleave, Improved Initiative, Power Attack
Special Qualities: Space 10 ft.; Reach 10 ft.
The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.
If a hezrou deals a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), it gets an immediate, extra melee attack against another creature within reach. As long as a creature is left Disabled after each attack, the Hezrou gets another melee attack to another creature.
The Herzou, before making attack rolls for a round, may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed +10. The penalty on attacks and bonus on damage apply until its next turn.