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Published by goroiamanuci, 2023-07-10 09:26:38

Adventure Trove - Glabrezu

Adventure Trove - Glabrezu

Artwork © Rick Hershey / Fat Goblin Games; www.fatgoblingames.com Monster TROVE Monsters Monster Manual p. 58 Glabrezus are muscular demons that stand from 9 to 15-foot tall (from 2.7 m to 4.6 m). They have two widely different pair of arms: one is made of powerful limbs ended by giant pincers, while the other is made of scrawny humanoid arms. Twisted goat horns adorn the top of their head, and their maw is filled with numerous sharp canines. DC 10 Arcana: Cunning Demons. Unlike normal demons, glabrezus prefer deception to mindless combat. They are among the few demons to offer their service willingly to those foolish enough to summon them. DC 15 Arcana: Chaos Monger. Glabrezus like to play with mortals and let them bring about their own doom. They wield paranoia as a weapon, and plant seeds of doubt within the minds of their victims with poisonous words, temptations and charm magic until its enemies tear each other apart. DC 10 History: Hoarder. Glabrezus gather riches, oddities and knowledge to better entice mortals. Their lairs are filled with wealth, artefacts cursed by their demonic aura and books of cryptic lore that they are ready to offer in return for favours. DC 15 Nature: Horns of Power. As it is often the case with demons and devils, the horns of the glabrezu act as a conduit for its own magical power. The two horns of the glabrezu burn red when the fiend tries to channel its abyssal power. Weakened glabrezu Despite their magical and physical prowess, glabrezus are only medium powered demons. Thus, glabrezus have to answer to demons greater than they are and can get deprived of a part of their power when they fail them. On occasion, cunning mortals even manage to trick glabrezus to tap in their power, leaving them weakened from the ordeal. Anxious to retrieve what should be theirs, weakened glabrezus are more “to the point” and coerce their victims more openly. Glabrezu Chaoslord Chaoslords are powerful glabrezus that have mastered their abilities and gathered piles of wonders to bait their victims. Having acquired a sort of malevolent wisdom, these glabrezus lean less towards chaos than their younger counterparts and manage to keep control. Many mighty adventurers have fallen prey to their enticing gifts, and even more friendships that were meant to last forever were severed permanently. Encounter Groups Coming soon... Glabrezu CONTROLLER


Artwork © Rick Hershey / Fat Goblin Games; www.fatgoblingames.com Monster TROVE Monsters Monsters Tactics A glabrezu can: • Grapple up to two creatures at the same time; • Force a creature to attack its allies; • Offer boons to entice its foes and sow discord. Weakened Glabrezu During Combat. The glabrezu’s purpose is to grapple two victims at the same time. For this, it uses its Multiattack. If a creature evades the grappling or is out of its reach, the glabrezu uses its Dominate reaction at the beginning of the target’s turn to force it into its grip. Once the glabrezu has grappled two creature, it uses Bounds of Paranoia to make the two grappled creatures hostile to each other and force them to attach one another. Glabrezu Glabrezus powers are meant as gambles; while they force their victims to attack a random creature, the glabrezu might still be the target chosen by the dice. During Combat. The glabrezu uses its Multiattack as it sees fit but tries to grapple the creatures it can’t Entice effectively. When a foe is about to start its turn, the glabrezu can use its Entice reaction to offer the creature advantage on all its attacks. In return, the creature has to attack a random target (DM, assign a number in your head to each creature and ask for a number to one of your player). When the glabrezu is at half of its hit points, it releases a wave of darkness. The goal of the glabrezu is to say in this darkness the longest it can to force creatures that try to attack it to inadvertently attack each other. Glabrezu Chaos Lord The charm of the chaoslord is easy to get rid of, as dropping an item is enough to stop its passive effects. This, however, is meant as a choice for the players: sacrifice the use of a powerful item or accept the glabrezu’s control? During Combat. The glabrezu chaoslord uses its Multiattack and sacrifices part of its action to Entice a foe with a boon and charm it. While the creature is charmed, the glabrezu can use its legendary actions to control it like a puppet. If the glabrezu has failed to charm during its turn, it uses its Promises of Power legendary action to try again. Its Crushing Will reaction acts as a backup if no foe is under its charm. Shared Demonic Trait: Spawn of the Abyss Spawn of the Abyss. If the demon is killed on the Abyss, it dies. If it is killed on any other plane, the demon dissolves into ichour and is reformed in the Abyss. Loot Harvest Harvesting Rules. Harvesting a creature lets you acquire raw materials that contain some of the creature’s abilities. Each item requires a successful check to be harvested. Crafting Rules. Most of these harvested materials must be refined through crafting. Crafting can be done with a full week work by a creature that meets the requirement. The cost for crafting an item is half its original price. Glabrezu Horns x2 (125 gp) The horn of glabrezu, used by the fiend to channel the abyssal power and cast powerful confusion magic. • Harvest Check. DC 15 INT (Arcana) + DEX check • Craft Requirement. Proficiency in Intelligence (Arcana), Being a spellcaster (able to cast at least one spell) • Crafted Item. Glabrezu Staff* Glabrezu Pincers x2 (170 gp) A large pincer taken from the body of a glabrezu. • Harvest Check. DC 20 INT (Arcana) + DEX check • Craft Requirement. Proficiency with smith’s tools, Being a spellcaster, Proficiency in Intelligence (Arcana) • Crafted Item. Pincer Warhammer* Glabrezu Staff Weapon (Spear), rare (requires attunement) 8 200 gp A spear ended by a glabrezu horn able to channel the magical forces of the Abyss. The spear has 3 charges and regains 1d4 expended charges daily at dawn. Chaotic Darkness (Costs 1 Charge). You use an action to release a wave of chaotic darkness within a 30-foot radius centered around you that lasts for 1 minute. A creature with darkvision can’t see through it, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with a light created by a spell of 2nd level or lower, the spell is dispelled. A creature in the darkness can’t tell friend from foe. When a creature that isn’t a demon is about to use an action while in the darkness, it chooses one random creature as its target and is moved next to it. Pincer Warhammer Weapon (Warhammer), rare 6 100 gp A mace made from the giant pincer of a monster. The pincer was kept alive with magic just enough to react to stimuli. When you hit a Medium or smaller target with this weapon, you can try to close the pincers on it. The target must then succeed on a Strength saving throw of 15 be grappled by the weapon. While grappled this way, the creature is takes 4 (1d8) bludgeoning damage at the start of each of its turns. You can’t use the weapon while it is grappling a creature


Monsters Monsters Weakened Glabrezu CR 7 2900 XP Large Fiend (Demon), Chaotic Evil Saving Throws. STR +9, CON +9, WIS +7, CHA +7 Damage Resistances. Cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities. Poison Condition Immunities. Frightened, poisoned Senses. Truesight 120 ft., Passive perception 13 Languages. Abyssal, telepathy 120 ft. Special Traits Channelling Horns. The glabrezu has two horns, with their own stats, and each of them can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). When both of its horns are destroyed, the glabrezu loses the effects of its Magic Resistance trait. Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glabrezu makes four attacks: two with its Pincers and two with its Fists. Alternatively, it makes two attacks with its Pincers and casts one spell. Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Bounds of Paranoia (If two creatures are grappled only). The glabrezu targets two creature it is grappling; the two creatures must make a DC 15 Charisma saving throw. If any one of them fails the save, both are charmed by the glabrezu and bound together. While charmed this way, both creatures must use their movement to get closer to each other and must use their actions to use a melee weapon attack the other. At the end of the turn of one bound creature, both creatures can repeat the saving throw. The effect ends on themselves only if the two creatures succeed. Reactions Dominate (2rd Level Spell). At the start of a creature’s turn that the glabrezu can see, it enters its mind. The creature must succeed on a DC 15 Charisma saving throw or be forced to use all of its movement to move towards the glabrezu. If the creature is a Medium or smaller creature and reaches the glabrezu’s space, it is grappled by one of its pincer, if possible (escape DC 15). Speed. 40 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 19 (+4) 19 (+4) 17 (+3) 15 (+2) AC HP 17 114 12d10 + 48 Glabrezu CR 9 5000 XP Large Fiend (Demon), Chaotic Evil Saving Throws. STR +9, CON +9, WIS +7, CHA +7 Damage Resistances. Cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities. Poison Condition Immunities. Frightened, poisoned Senses. Truesight 120 ft., Passive perception 13 Languages. Abyssal, telepathy 120 ft. Special Traits Channelling Horns. The glabrezu has two horns, with their own stats, and each of them can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). When both of its horns are destroyed, the glabrezu loses the effects of its Magic Resistance trait. Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects. Chaotic Darkness (7th Level Spell, 1/Day). When the glabrezu is reduced under 75 hit points, it releases a wave of darkness in a 30-foot radius centered around it that lasts for 1 minute. A creature with darkvision can’t see through, and nonmagical light can’t light it up. If the effect’s area overlaps with light created by a spell of 2nd level or lower, the spell is dispelled. A creature in the darkness can’t tell friend from foe. When a creature that isn’t a demon is about to use an action while in the area, it chooses one random creature as its target and is moved next to it. Actions Multiattack. The glabrezu makes four attacks: two with its Pincers and two with its Fists. Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The glabrezu has two pincers, each of which can grapple only one target. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Reactions Entice (3th Level Spell). At the start of a creature’s turn that is within 15 feet of the glabrezu, the glabrezu offers it advantage on all attacks it makes this turn. The target must make a DC 15 Charisma saving throw to resist the offer. On a failed save, it is charmed by the glabrezu until the end of its current turn. While charmed, the creature has advantage on all its attack rolls, but it must use its action to make a melee attack against a random creature within its reach and its movement range. If there is no target near enough, the creature simply moves towards a random target. Speed. 40 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) AC HP 17 157 15d10 + 75


Monsters Monsters Glabrezu Chaoslord CR 13 10000 XP Large Fiend (Demon), Chaotic Evil Saving Throws. STR +10, CON +11, WIS +9, CHA +8 Damage Resistances. Cold, fire, lightning; bludgeoning, piercing, and slashing from non magical weapons Damage Immunities. Poison Condition Immunities. Frightened, poisoned Senses. Truesight 120 ft., Passive perception 13 Languages. Abyssal, telepathy 120 ft. Special Traits Channelling Horns. The glabrezu has two horns, with their own stats, and each of them can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). When both of its horns are destroyed, the glabrezu loses the effects of its Magic Resistance trait. Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glabrezu makes four attacks: two with its Pincers and two with its Fists. Alternatively, it makes two attacks with its Pincers and casts one spell. Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The glabrezu has two pincers, each of which can grapple only one target. Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Enticing Curse (6th Level Spell). The glabrezu enters the mind of a creature it can see and offers to enchant one of its worn or held item in exchange for a curse. d3 Small Demonic Enchantments 1 Hell Flames. Attacks made with this object inflict an additional 3 (1d6) fire damage. 2 Celestial Bane. When a celestial is attacked with this item, it must succeed on a DC 12 Charisma saving throw or be corrupted and poisoned until the end of its next turn. d3 Small Demonic Enchantments 3 Raise Demons. When a creature that isn’t a demon is reduced to 0 hit points by this item, the creature must make a DC 10 Charisma saving throw. On a failure, its soul is warped and changed into a manes that is loyal to you and listens to all your commands. After 1 minute, the manes is sent to the Abyss. The target must make a DC 17 Charisma saving throw to resist. On a failed save or if the creature accepts the deal, the object receives the promised enchantment along with the Glabrezu’s Curse (see below). Any previous enchantment granted by this ability to the targeted object is replaced by the new one. Reactions Crushing Will. When the glabrezu is hit by a creature within melee range, the glabrezu may grab the target’s head to try to crush its spirit. The target must succeed on a DC 17 Charisma saving throw or be charmed by the glabrezu until the beginning of its next turn. Legendary Actions The glabrezu can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The glabrezu regains spent legendary actions at the start of its turn. Promises of Power (Costs 2 Actions). The glabrezu uses its Enticing Curse action. Enrage (Charmed Targets Only, Costs 1 Action). One creature charmed by the glabrezu must succeed on a DC 17 Charisma saving throw or be forced to use its movement and / or to make a simple melee weapon attack on the target of the glabrezu choosing. Removal of the Soul (Charmed Targets Only, Costs 2 Actions). One creature charmed by the glabrezu has its hit point maximum reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like Greater Restoration. Dominate (Charmed Targets Only, Costs 3 Actions). One creature charmed by the glabrezu must succeed on a DC 17 Charisma saving throw or be forced to use its movement and to use the Feature or the Spell of the glabrezu choosing on the target of the glabrezu choosing. The spell can’t exceed level 7. The Glabrezu’s Curse Curse. While a creature is wearing or holding the item, it is charmed by the glabrezu. The glabrezu and the creature can communicate telepathically. In addition, each creature that has made an attack roll with the weapon must make a DC 17 Charisma saving throw during its next long rest. On a failed save, the creature must spend 1 hour of its rest doing something for the glabrezu (its choice) while under its control. The creature regains half of its missing hit points from the rest, doesn’t have any memory of the events. The curse lasts until the glabrezu is killed or it is removed by a Remove Curse, a Banishment spell, or similar magic. If the curse is lifted, all enchantments granted by a glabrezu to the object disappear with it. Speed. 40 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 22 (+6) 20 (+5) 18 (+4) 18 (+4) AC HP 17 207 18d10 + 108


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