Glabrezu

large fiend, chaotic evil

Challenge 9 (5000 XP)

STR
20 (+5)
DEX
15 (+2)
CON
21 (+5)
INT
19 (+4)
WIS
17 (+3)
CHA
16 (+3)

Defense

Armor Class 17 (natural)
Hit Points 189 (18d10 + 90)
Speed 40 ft.

Proficiencies & Senses

Saving Throws Str +9, Con +9, Wis +7, Cha +7
Skills Deception +7, Perception +7
Languages Abyssal
Truesight 120 ft.
Passive Perception 17

Traits

Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned

Traits

Demonic Restoration

If the monster dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance

The monster has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The monster makes two Pincer attacks and uses Pummel or Spellcasting.

Pincer

Melee Attack: +9 to hit. reach 10 ft. Hit: 2d10 + 5 slashing damage.

Pummel

Dexterity Save: DC 17. target: creature. Failure: 3d6 bludgeoning damage; success: half.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability: At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun

Darkness

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Dispel Magic

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends. Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Confusion

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. Behavior for the TurnAt the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.

Fly

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Power Word Stun

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn. The Stunned target makes a saving throw at the end of each of its turns, ending the condition on itself on a success.