Glabrezu

Large Fiend

Armor Class 17

Hit Points 157 (15d10+75)

Speed walk +40

Challenge 10

STR
20
+5
DEX
16
+3
CON
20
+5
INT
18
+4
WIS
18
+4
CHA
18
+4

Saving Throws cha +8, con +9, str +9, wis +8

Skills stealth +7, deception +8

Damage Resistances cold, fire, lightning; damage from nonmagical weapons

Damage Immunities poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 14

Languages Abyssal, telepathy 120 ft.

Special Abilities

Chaotic Evil. The glabrezu radiates a Chaotic and Evil aura.

Magic Resistance. The glabrezu has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The glabrezu makes two pincer attacks.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature it is grappled (escape DC 17). The glabrezu has two pincers each of which can grapple one target. While grappling a target a pincer can't attack a different target. If the same creature is grappled by both of the glabrezus pincers it must escape from each of them separately.

Wish. Once per 30 days the glabrezu can cast wish for a mortal using no material components. Before doing so it will demand that the mortal commit a terribly evil act or make a painful sacrifice.

Bonus Actions

Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Rend. If grappling the same target with both pincers, the glabrezu rips at the target, ending both grapples and dealing 27 (4d10 + 5) slashing damage. If this damage reduces a creature to 0 hit points, it dies and is torn in half.

Darkness. Magical darkness spreads from a point within 30 feet, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute, until the glabrezu dismisses it, or until the glabrezu uses this ability again. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

Confusion (1/Day). The glabrezu targets up to three creatures within 90 feet. Each target makes a DC 16 Wisdom saving throw, becoming confused for 1 minute on a failure. A target repeats this saving throw at the end of each of its turns, ending the effect on itself on a success.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open