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Hezrou

Hezrou

Chaotic Demon | Embodiment of Rot | Brute of the Abyss

"It does not serve. It devours. What it cannot consume, it corrupts."


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Special Rules

Demonic Resistance

Hezrou has a 5+ Ward Save against all non-magical attacks. It also takes half damage from fire, poison, and necromantic effects.


Aura of Stench

At the start of each enemy turn, all living models within 6" must pass a Toughness test or suffer a -1 to hit penalty until their next turn due to the overwhelming, rotting miasma surrounding the Hezrou.


Brutal Claws

The Hezrou makes 3 Attacks with its massive claws. These count as Strength 5, and cause 2 Wounds on a natural 6 to wound. Critical Hits roll on a custom table:

  • 1–3: Extra Wound
  • 4–5: Target suffers -1 Toughness until the end of battle
  • 6: Target is stunned regardless of injury result

Demonic Rage

If reduced to 2 or fewer Wounds, the Hezrou enters a frenzied state:

  • Gains +1 Attack and +1 Movement
  • Must always charge the nearest visible enemy
  • Ignores Psychology, including being pinned

Summoned From the Abyss

At the start of battle, roll a D6:

  • On a 6, the Hezrou's summoning falters, and it arrives at the end of Turn 2 instead.
  • Otherwise, it is deployed normally.

The Hezrou can only be banished (removed permanently) if slain by a Priest, Blessed Weapon, or via a ritual relic or scenario-specific mechanic.


Scenario Roles / Usage Hooks

  • Demonic Convergence: Hezrou is drawn to wyrdstone saturation zones. Use in scenarios where warp energy distorts reality.
  • Unstable Ally: May be controlled temporarily by a warband with a chaos relic or daemon pact—but the control breaks unpredictably.
  • Abyssal Riftspawn: If a scenario features a rift to another plane (or a failed summoning), this demon may appear mid-battle as a wild threat.
  • Repelled by Morr: Cannot willingly enter the Temple of Morr or cross hallowed ground without passing a Leadership test on 3D6.

Children

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