Medium fiend, neutral evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 97 (13d8 + 39)
- Speed
- fly 60 ft., 30 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Cha +8, Con +7, Str +9
- Skills
- Insight +6, Athletics +9, Persuasion +8
- Damage Resistances
- cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Immunities
- acid; poison
- Condition Immunities
- poisoned
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Abyssal, Common
Traits
Magical darkness doesn't impede the kelubar's darkvision.
The kelubar is unaffected by difficult terrain, and spells and other magical affects don't reduce its speed or cause it to be paralyzed or restrained. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it grappled. It is also able to move underwater with no movement or attack penalties.
The kelubar has advantage on Wisdom (Perception) checks that rely on smell.
The kelubar has advantage on saving throws against spells and other magical effects.
The kelubar's weapon attacks are magical.
At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
The kelubar deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll.
Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a DC 16 Constitution saving throw or or have the poisoned condition for 1 minute. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour.
Actions
The kelubar makes one Bite attack and three Claws attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.
Bonus Actions
The kelubar rolls a d6. A result of 1-2 summons in two allied farastu stalkers, a result of 3-4 summons in one allied kelubar consul.
Reactions
When an attacker that the kelubar can see hits it with an attack, the kelubar can use its reaction to halve the attack's damage.
Spellcasting
The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):