Glabrezu
Fiend · Crown of Deception
T4d10Major
Four-armed tempters, glabrezu offer pacts, pincers snapping deals in madness.
Tier 4 · Role Major · Pool Vigor 7 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 18 | +4 | d8 |
| Sense | 18 | +4 | d8 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
Demonic Resilience
Resistant to cold, fire, and lightning damage; immune to poison. Advantage on saves against spells.
Spellcasting (abyssal temptations)
A prince of temptation, the glabrezu weaves confusion, darkness, and words of abyssal command to unravel a victim's mind before the bargain is even struck.
Maneuvers
Pincer Snap
Seizes one creature within reach in a great pincer. The target makes a DC 17 Body save or takes 4 damage and is grabbed; on a success it takes 1 Vigor damage.
Confusion
Looses a wave of maddening abyssal whispers over a 20 ft area. Each creature makes a DC 17 Mind save or loses control of its actions for 1 round; on a success it takes 1 Vigor damage.
Tactics
GM tactics
Tempts mortals with wishes (always twisted). Opens with Confusion to turn a party on itself, then closes a pincer on whoever is left facing it. Bargains its way out if losing.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 15+ (Cunning 20).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.