Glabrezu
Large Fiend
Armor Class 17
Hit Points 157 (15d10+75)
Speed walk +40
Challenge 10
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