Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Captive Rake
Circumstance: A creature is grabbed in the glabrezu's pincer;
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 the glabrezu's multiple attack penalty, and the penalty doesn't increase until after both Strikes.
Ability
Divine Innate Spells
DC 38, attack +30; 9th wail of the banshee; 8th dispel magic (at will), spiritual epidemic; 7th illusory disguise (at will), reverse gravity; 5th dimension door; 4th confusion (at will), dimension door (at will); 2nd mirror image (at will); Cantrips (9th) telekinetic projectile; Constant (6th) true seeing; (5th) tongues
Ability
Divine Rituals
DC 38; 1st abyssal pact
Ability
Steady Spellcasting
When a reaction would disrupt the glabrezu's spell, the demon can attempt a DC 15 flat check, avoiding the disruption on a success.
Ability
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.
Ability
Treacherous Veil
A glabrezu's illusory disguise enables it to appear as a creature of any size.
Ability
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 zone of truth), the demon takes 5d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
pincer +33 [+28/+23] (deadly 3d10, evil, magical, reach 15 feet), Damage 3d10+14 bludgeoning plus 2d6 evil and Grab
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Celestial
Common
Draconic
telepathy 100 feet
tongues
Perception
darkvision
true seeing
Weakness
cold iron 15
good 15