Abezethibou
Large fiend (demon), lawful evil
Armor Class 21 (natural armor)
Hit Points 338 (27d10 + 189)
Speed 50 ft., fly 60 ft. (clumsy), swim 120 ft.
STR 26 (+8) · DEX 18 (+4) · CON 25 (+7) · INT 23 (+6) · WIS 20 (+5) · CHA 25 (+7)
Saving Throws Str +15, Dex +11, Con +14, Int +13, Wis +12, Cha +14
Skills Arcana +13, History +13, Insight +12, Perception +12, Persuasion +14, Stealth +11
Damage Vulnerabilities radiant
Damage Resistances cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., darkvision 300 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Traits
Amphibious. Abezethibou can breathe air and water.
Hardening of the Heart Aura. Healing can’t restore hit points to creatures other than fiends while they are within 300 feet of Abezethibou. In addition, a creature that starts its turn in the aura must succeed on a DC 22 Wisdom saving throw or become incapable of feeling empathy until the start of its next turn; while so affected, the creature has disadvantage on Wisdom (Insight) and Charisma (Persuasion) checks and can’t benefit from the help action. The aura is suppressed inside a properly drawn, unbroken pentagram.
Legendary Resistance (3/Day). If Abezethibou fails a saving throw, he can choose to succeed instead.
Magic Resistance. Abezethibou has advantage on saving throws against spells and other magical effects.
Magic Weapons. Abezethibou’s weapon attacks are magical.
Weakness to Salt-Tempered Iron. A melee weapon forged of iron that has been quenched in saltwater ignores Abezethibou’s resistances and immunities.
Innate Spellcasting. Spellcasting ability is Charisma (save DC 22, +14 to hit). He can innately cast the following spells, requiring no material components:
At will: control water(PHB, p. 282/256), detect evil and good(PHB, p. 231/261), invisibility (self only; PHB, p. 254/289), shapechange (self only, into a lion; PHB, p. 274/315)
3/day each: cone of cold (PHB, p. 224/253), dominate person (PHB, p. 235/266), wall of force (PHB, p. 285/338), wind wall (PHB, p. 288/341)
1/day each: earthquake (PHB, p. 236/267), power word stun (PHB, p. 267/306), tsunami (PHB, p. 284/336)
Actions
Multiattack. Abezethibou makes four attacks: two with his Talons, one with his Barbed Wing, and one with his Tail.
Talon. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d6 + 8 slashing plus 2d8 necrotic) damage.
Barbed Wing. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 8) slashing damage, and the target must succeed on a DC 23 Strength saving throw or be pushed 15 ft. and knocked prone.
Tail Lash. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Abezethibou can’t make Tail Lash attacks against another target.
Pressure Crush (Recharge 5–6). Abezethibou manipulates ambient pressure. Creatures of his choice in a 20-foot-radius, 150-foot-high cylinder centered on a point he can see within 120 feet must make a DC 22 Constitution saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much on a successful one. Wearing metal armor imposes disadvantage on the save.
Bonus Actions
Smoke and Spray. If Abezethibou is below half his hit points, he can transform into thick crimson mist or foaming seawater until the start of his next turn. While in this form he gains resistance to all damage, can move through creatures and small openings without squeezing, and leaves no opportunity attacks behind. The effect ends early if he is restrained or grappled.
Reactions
Spell Rebuttal. When a creature Abezethibou can see within 60 feet targets him with a spell of 6th level or lower, he can make a Charisma check contested by the caster’s spellcasting ability check. On a success, the spell instead targets the caster as though reflected by counterspell.
Legendary Actions
Abezethibou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
Talon. Abezethibou makes one Talon attack.
Wingbeat (Costs 2 Actions). Abezethibou moves up to 50 feet without provoking opportunity attacks and then makes a Barbed Wing attack.
Pillar of Water (Costs 2 Actions). A pillar of roiling water erupts at a point Abezethibou can see within 120 feet. Each creature in a 10-foot-radius, 40-foot-high column must succeed on a DC 22 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone; half damage on a success.
Lore
A one-winged demon of black magic who blocks healing nearby, wields water and counter-spells, and was the last fallen angel imprisoned in the Red Sea.
In various manuscripts of the Testament of Solomon the demon’s name appears as Abezethibou, Abizithibod, Abezethibodus, or Abeziberu, whereas before his fall from Heaven the entity was known as Rubrumel. The Latin root rubrum, meaning “red,” combines with the angelic suffix -el, marking his original membership in the heavenly host; prior to the rebellion he was therefore perceived as “the Red Angel of God.” Modern occult treatises read the prefix “Abe-” as a sign of banishment, underscoring his status as a fallen angel.
Outwardly Abezethibou is a blend of angelic grace and demonic deformity. He bears a single vivid-scarlet wing, feathered and studded with bony barbs, so powerful it can slice metal; the second wing was torn off during the war in Heaven, and the demon now masks its absence with illusion. His skin, a deep crimson bordering on black, is covered in fine serpentine scales adapted to the crushing pressures of the Red Sea depths, which became his main habitat after the fall. The face is mostly human but crowned with goatlike horns curved backward; his hands end in long, razor-sharp talons, his legs appear either cloven-hoofed or fully scaled, and a long serpentine tail serves both as a whip and as a maneuvering organ underwater. The demon’s eyes usually glow with a steady red or yellow light. According to the Testament of Solomon he is a cambion, combining traits of man, serpent, and goat. Gifted with shapeshifting, he can assume the form of a lion.
From Demonic Bestiary 5E, p. 8 · Fern Flower Press