17 (natural armor)
78 (15d10+75)
walk 40 ft.
Str +7, Con +7, Wis +5, Cha +5
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
poison
poisoned
truesight 120 ft.
Abyssal, telepathy 120 ft.
4
The glabrezu has advantage on saving throws against spells and other magical effects.
The glabrezu's spellcasting ability is Intelligence (spell save DC 14). The glabrezu can innately cast the following spells, requiring no material components: • At will: darkness, detect magic, dispel magic • 1/Day each: confusion, fly, power word stun
The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Melee Weapon Attack: +7 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 13). The glabrezu has two pincers, each of which can grapple only one target.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 chance of summoning 1d3 vrock, 1d2 hezrou, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
The fiend (demon) can take 0 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary action at the start of its turn.