Glabrezu

Level 13
Creature· chaoticHugeLegacy
AC
34
HP
280
Speed
35 ft.
Perception
+24
Fort
+26
Ref
+19
Will
+24
Weaknesses cold-iron 10, holy 10
Languages chthonian, draconic, empyrean
Senses darkvision
Skills deception +28, diplomacy +26, intimidation +26, religion +22, society +22, stealth +21
Recall Knowledge DC 31 (religion)

Attacks

Melee Pincer +27 (deadly-2d10, evil, magical, reach 15 ft., unholy), Damage 3d10+13 bludgeoning plus 1d6 spirit
Melee Claw +27 (agile, magical, reach 10 ft., unarmed, unholy), Damage 3d6+13 slashing plus 1d6 spirit
Melee Jaws +27 (magical, reach 10 ft., unarmed, unholy), Damage 3d12+13 piercing plus 1d6 spirit

Abilities

Telepathy 100 feetinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Truth Vulnerability

A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as Ring of Truth), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies.

Captive Rake

Requirements A creature is Grabbed in the glabrezu's pincer.


Effect The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining a treachery demon's multiple attack penalty, and the penalty doesn't increase until after both Strikes.

Steady Spellcasting

When a reaction would disrupt a glabrezu's spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success.

Sudden Betrayal

A glabrezu can always use Deception when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using Deception for initiative, the demon gains a +2 circumstance bonus to Deception.

Treacherous Veil

A glabrezu's Illusory Disguise can allow it to appear as a creature of any size.

Twisted Desires

Once per month, a glabrezu can grant a mortal humanoid the effects of a Miracle spell granted by an Abyssal patron, though the glabrezu always perverts the miracle according to their own treacherous nature.

Grab

Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal-although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative in addressing a mortal's needs.

These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception.


When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.