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GlabrezuCreature 13


CEHugeDemonFiend
Source Pathfinder Bestiary
Perception +24 (darkvision; true seeing)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet, Tongues
Skills Deception +28, Diplomacy +26, Intimidation +26, Religion +22, Society +22, Stealth +21
Str +7, Dex +2, Con +7, Int +3, Wis +3, Cha +7

AC 34; Fort +26; Reflex +19; Will +24; +1 status to all saves vs. magic
HP 280
Speed 35 feet
Weaknesses Coldiron 10, Good 10

Pincer One Action +27 (+22, +17) to hit (deadly 2d10, evil, magical, reach 15) 1d6 Evil + 3d10+13 Bludgeoning
Claw One Action +27 (+23, +19) to hit (agile, evil, magical, reach 10) 3d6+13 Slashing + 1d6 Evil
Jaws One Action +27 (+22, +17) to hit (evil, magical, reach 10) 3d12+13 Piercing + 1d6 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicTruth 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 Zone 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 One Action

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 (divination, divine)

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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Telekinetic Projectile
1st Level: Illusory Disguise (At Will)
2nd Level: Dispel Magic (At Will), Mirror Image (At Will)
4th Level: Confusion (At Will), Dimension Door, Dimension Door (At Will)
5th Level: Tongues (Constant)
6th Level: True Seeing (Constant)
7th Level: Reverse Gravity

Divine Rituals

1st Level: Abyssal Pact


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.