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STR DEX CON INT WIS CHA Innate Spellcasting. The glabrezu’s spellcasting ability
11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (−1) 3 (−4) is Intelligence (spell save DC 16). The glabrezu can
innately cast the following spells, requiring no material
Damage Resistances cold, fire, lightning components:
Damage Immunities poison At will: darkness, detect magic, dispel magic
Condition Immunities poisoned 1/day each: confusion, fly, power word stun
Senses darkvision 60 ft., passive Perception 9 Magic Resistance. The glabrezu has advantage on
Languages Abyssal, telepathy 60 ft. (works only with saving throws against spells and other magical effects.
creatures that understand Abyssal) Actions
Challenge 1/4 (50 XP)
Multiattack. The glabrezu makes four attacks: two with
Actions its pincers and two with its fists. Alternatively, it makes
two attacks with its pincers and casts one spell.
Multiattack. The dretch makes two attacks: one with
its bite and one with its claws. Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one one target. Hit: 16 (2d10 + 5) bludgeoning damage. If
the target is a Medium or smaller creature, it is
target. Hit: 3 (1d6) piercing damage.
grappled (escape DC 15). The glabrezu has two pincers,
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one each of which can grapple only one target.
target. Hit: 5 (2d4) slashing damage. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Fetid Cloud (1/Day). A 10- foot radius of disgusting target. Hit: 7 (2d4 + 2) bludgeoning damage.
green gas extends out from the dretch. The gas spreads
around corners, and its area is lightly obscured. It lasts
for 1 minute or until a strong wind disperses it. Any Hezrou
creature that starts its turn in that area must succeed Large fiend (demon), chaotic evil
on a DC 11 Constitution saving throw or be poisoned Armor Class 16 (natural armor)
until the start of its next turn. While poisoned in this
way, the target can take either an action or a bonus Hit Points 136 (13d10 + 65)
action on its turn, not both, and can’t take reactions. Speed 30 ft.
STR DEX CON INT WIS CHA
Glabrezu 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)
Large fiend (demon), chaotic evil
Saving Throws Str +7, Con +8, Wis +4
Armor Class 17 (natural armor)
Damage Resistances cold, fire, lightning; bludgeoning,
Hit Points 157 (15d10 + 75) piercing, and slashing from nonmagical attacks
Speed 40 ft. Damage Immunities poison
STR DEX CON INT WIS CHA Condition Immunities poisoned
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Saving Throws Str +9, Con +9, Wis +7, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, Challenge 8 (3,900 XP)
piercing, and slashing from nonmagical attacks
Damage Immunities poison Magic Resistance. The hezrou has advantage on saving
throws against spells and other magical effects.
Condition Immunities poisoned
Stench. Any creature that starts its turn within 10 feet
Senses truesight 120 ft., passive Perception 13
of the hezrou must succeed on a DC 14 Constitution
Languages Abyssal, telepathy 120 ft. saving throw or be poisoned until the start of its next
Challenge 9 (5,000 XP) turn. On a successful saving throw, the creature is
immune to the hezrou’s stench for 24 hours.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 271

