Glabrezu (CR 13)
Huge Outsider (Chaotic, Extraplanar, Evil, and Tanar'ri)
Alignment: Always chaotic evil
Initiative: +0; Senses: darkvision 60 ft., true seeing, Listen +26, and Spot +26
Languages: Telepathy 100 ft.
AC: 27 (-2 size, +19 natural), touch 8, flat-footed 27
Hit Dice: 12d8+120 (174 hp); DR: DR 10/good
Fort +18, Ref +8, Will +11
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +30
Attack: Pincers +20 melee
Full Attack: 2 pincers +20 melee and 2 claws +18 melee and bite +18 melee
Damage: Pincer 2d8+10, claw 1d6+6, bite 1d8+5
Special Attacks: Spell-like abilities, improved grab, summon Tanarri
Abilities: Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 21
Feats: Cleave; Great Cleave; Multiattack; Persuasive; Power Attack
Skills: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, and Survival +3 (+5 following tracks)
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks)
Treasure/Possessions: Standard coins, double goods, standard items
Source:
Monster Manual
Like succubi, glabrezu occupy themselves with tempting mortals into ruin, but prefer to lure them with power rather than passion. They also make formidable opponents in battle.
Glabrezu are towering (15 feet tall), broad, and well muscled, with four arms, two ending in clawed hands and two in powerful pincers. They have doglike heads with sharp fangs and penetrating violet eyes, and their skin color ranges from deep russet to pitch black.
Glabrezu speak Abyssal, Celestial, and Draconic.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts do not fool the opposition, they attack with a vengeance.
Spell-tike Abilities: At will - burning hands, chaos hammer, charm person, confusion, death knelt, deeper darkness, desecrate, dispel good, dispel magic, enlarge, mirror image, reverse gravity, shatter, and unholy blight. These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level).
A glabrezu also can teleport without error (self plus 50 pounds, objects only) at will as the spell cast by a 12th-level sorcerer. Seven times per day it can cast power word, stun as a 15th-level sorcerer.
Improved Grab (Ex): To use this ability the glabrezu must hit a Medium-size or smaller opponent with a pincer attack. If it gets a hold, it deals automatic pincer damage each round the hold is maintained.
Summon Tanar'ri (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success.
Detect Magic (Su): Glabrezu continuously detect magic as the spell cast by a 12th-level sorcerer.
True Seeing (Su): Glabrezu continuously use true seeing as spell cast by a 12th-level cleric.
Skills: Glabrezu receive a +8 racial bonus to Listen and Spot checks.
Tanar'ri Qualities
Immunities (Ex): Tanar'ri are immune to poison and electricity.
Resistances (Ex): Tanar'ri have cold, fire, and acid resistance 20.
Telepathy (Su): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.