Hezrou
Hezrou
Chaotic Demon | Embodiment of Rot | Brute of the Abyss
"It does not serve. It devours. What it cannot consume, it corrupts."
Profile
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
5 | 4 | 0 | 5 | 5 | 4 | 2 | 3 | 9 |
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.

Comments