Climate/Terrain: The Abyss
Activity Cycle: Any
Intelligence: Average to High(8-14)
Alignment: Chaotic Evil
Number Appearing: 1-6
Armor Class: -6
Hit Dice: 9
Number of Attacks: 3
Claws (x2): d6, d6 + Hug
Animate Object (per spell, Herzou Ability)
Darkness 15' Radius (per spell, Tanar'ri Ability)
Gate, per spell: 4-10 Least Tanar'ri (50% chance), 1-10 Lesser Tanar'ri (50% chance), or 1-4 Greater Tanar'ri (50% chance), 3/day, and...
Gate, per spell: 1 True Tanar'ri (20% chance), 1/day
Hug: If both claw attacks hit, victim is in a bearhug that inflicts 2d4 damage per round and cannot attack. A successful check against half the PC's Strength needed to escape. Inflicting 20 hp damage in one round will cause the Hersou to release the victim.
Produce Flame (per spell, Herzou Ability)
Summon Insects (per spell, Herzou Ability)
Stench: Anyone within 10' of the creature must Save vs Paralyzation or be overcome by it's stench. Anyoen so overcome lies helpless on the ground, gaging and vomiting. Those who save still take penalties of -2 to Attack and +2 to their Initiative rolls.
Unholy Word (per spell, reverse of Holy Word, Herzou Ability)
Wall of Fire (per spell, Herzou Ability)
Duo-Dimension (per spell, Herzou Ability), 3/day
Immune to non-magical Fire, Lightning and Poison
Protection from Normal Missiles (per spell, Herzou Ability)
Takes half damage from Magical Fire, Cold and Gas
+2 or better Weapons to hit, but full damage from Iron Weapons, half damage from Silver
Blink (per spell, Herzou Ability)
Infravision (per spell, Tanar'ri Ability)
Teleport Without Error (per spell, Tanar'ri Ability)
Telepathy/Tongues (Tanar'ri ability): Can communicate Telepathically with any intelligent life form regardless language barriers.
Takes full damage from Iron Weapons, half damage from Silver
Magic Resistance: 70%
Size: L (7' tall)
Morale: Fanatic (17-18)
XP Value: 14,000
Note: As applicable, Herzou use all Spell like abilities as if they were a 9th Level Mage and all are usable once per round unless otherwise noted.
Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 102
Ed's Notes: The weakest and most common of the True Tanar'ri. (But... still a TRUE TANAR'RI!) So... the stench... Do they have to save every round? (Unless they move farther away?) Or just once per encounter? And how long do the lie helpless on the ground, gagging and vomiting? Book doesn't say.