Large fiend, chaotic evil
- Armor Class
- 18 (natural armor)
- Hit Points
- 133 (14d10 + 56)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 11 (7,200 XP)
STR
23
+6
DEX
17
+3
CON
18
+4
INT
6
-2
WIS
11
+0
CHA
9
-1
- Saving Throws
- Con +8, Str +10
- Skills
- Athletics +10, Perception +4
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison
- Condition Immunities
- charmed; exhaustion; frightened; poisoned
- Senses
- darkvision 120 ft., passive Perception 14
- Languages
- Abyssal, telepathy 120 ft.
Traits
Magic Resistance.
The degloth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The degloth makes two Razor Fist attacks.
Razor Fist.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the degloth can't use this fist to grapple another target. The degloth has two fists.
Bonus Actions
Crush.
The degloth targets one creature currently grappled by it. The target must make a DC 18 Strength saving throw, taking 15 (2d8 + 6) bludgeoning damage on a failed save or half as much damage on a successful one.