Glabrezu
Large fiend (demon)- Challenge
- STR
- 5
- DEX
- 2
- CON
- 5
- INT
- 4
- WIS
- 3
- CHA
- 3
- Soak
- 2
- Fort
- +8
- Ref
- +6
- Will
- +6
Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.
Maneuvers. The glabrezu uses maneuvers (maneuver save Difficulty 17). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: grapple, spring attack, swipe, tear flesh
2 stamina dice: tear tendon
Spellcasting. The glabrezu uses Divinity (int) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: darkness, detect magic, dispel magic
2 mana: stasis
Actions (4)
Pincer (2/turn). Melee Weapon Attack: +8 to hit, reach 2 m. Hit: 16 (2d10 + 5) bludgeoning damage.
Fist (2/turn). Melee Weapon Attack: +8 to hit. Hit: 10 (2d4 + 5) bludgeoning damage.
Summon Demon (1/long rest). The glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 10 meters of the glabrezu, acts as its ally, and can’t summon other demons. It remains for 1 minute, until it or the glabrezu dies, or until the glabrezu dismisses it on its turn (no action required).
Maneuvers
As an action, make a melee weapon attack and a Brawn check to grapple the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
Spells
As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.
Augment
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.
If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.
At the start of each of your turns if the darkness is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.
Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.
Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.
(ritual); concentration, 5 minutes/mana
As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.
The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.
If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.
concentration, 5 minutes/mana
As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.
If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.
Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.
As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this skill check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.
On a success, the spell ends.
If you fail by 4 or less, the spell is suppressed for 1 minute.
A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.
Augment
You gain a +1 bonus to your skill check for each additional mana expended.
As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.
On a failure, it is stunned until the end of its next turn.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can expend 1 additional mana so the creature is paralyzed instead of stunned.