jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Giant Crocodile monster in D&D 5e.
Answer: Giant Crocodile is a Huge beast (unaligned).
AC: 14 (natural), HP: 85 (9d12), Speed: walk 30 ft., swim 50 ft..
Abilities: STR 21 DEX 9 CON 17 INT 2 WIS 10 CHA 7.
Senses: passive_perception 10. Languages: None. CR: 5.

Special Abilities:
**Hold Breath:** The crocodile can hold its breath for 30 minutes.
Actions:
**Multiattack:** The crocodile makes two attacks: one with its bite and one with its tail.

**Bite:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.

**Tail:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Question: Describe the Giant Eagle monster in D&D 5e.
Answer: Giant Eagle is a Large beast (neutral good).
AC: 13 (dex), HP: 26 (4d10), Speed: walk 10 ft., fly 80 ft..
Abilities: STR 16 DEX 17 CON 13 INT 8 WIS 14 CHA 10.
Senses: passive_perception 14. Languages: Giant Eagle, understands Common and Auran but can't speak. CR: 1.

A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). Special Abilities:
**Keen Sight:** The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Multiattack:** The eagle makes two attacks: one with its beak and one with its talons.

**Beak:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

**Talons:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Question: Describe the Giant Elk monster in D&D 5e.
Answer: Giant Elk is a Huge beast (unaligned).
AC: 14 (natural), HP: 42 (5d12), Speed: walk 60 ft..
Abilities: STR 19 DEX 16 CON 14 INT 7 WIS 14 CHA 10.
Senses: passive_perception 14. Languages: Giant Elk, understands Common, Elvish, and Sylvan but can't speak. CR: 2.

The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. Special Abilities:
**Charge:** If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions:
**Ram:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Question: Describe the Giant Fire Beetle monster in D&D 5e.
Answer: Giant Fire Beetle is a Small beast (unaligned).
AC: 13 (natural), HP: 4 (1d6), Speed: walk 30 ft..
Abilities: STR 8 DEX 10 CON 12 INT 1 WIS 7 CHA 3.
Senses: blindsight 30 ft., passive_perception 8. Languages: None. CR: 0.

A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. Special Abilities:
**Illumination:** The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions:
**Bite:** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.
Question: Describe the Giant Frog monster in D&D 5e.
Answer: Giant Frog is a Medium beast (unaligned).
AC: 11 (dex), HP: 18 (4d8), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 12 DEX 13 CON 11 INT 2 WIS 10 CHA 3.
Senses: darkvision 30 ft., passive_perception 12. Languages: None. CR: 0.25.

Special Abilities:
**Amphibious:** The frog can breathe air and water

**Standing Leap:** The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.

**Swallow:** The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Question: Describe the Giant Goat monster in D&D 5e.
Answer: Giant Goat is a Large beast (unaligned).
AC: 11 (dex), HP: 19 (3d10), Speed: walk 40 ft..
Abilities: STR 17 DEX 11 CON 12 INT 3 WIS 12 CHA 6.
Senses: passive_perception 11. Languages: None. CR: 0.5.

Special Abilities:
**Charge:** If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

**Sure-Footed:** The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions:
**Ram:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Question: Describe the Giant Hyena monster in D&D 5e.
Answer: Giant Hyena is a Large beast (unaligned).
AC: 12 (dex), HP: 45 (6d10), Speed: walk 50 ft..
Abilities: STR 16 DEX 14 CON 14 INT 2 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 1.

Special Abilities:
**Rampage:** When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Question: Describe the Giant Lizard monster in D&D 5e.
Answer: Giant Lizard is a Large beast (unaligned).
AC: 12 (natural), HP: 19 (3d10), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 15 DEX 12 CON 13 INT 2 WIS 10 CHA 5.
Senses: darkvision 30 ft., passive_perception 10. Languages: None. CR: 0.25.

A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Question: Describe the Giant Octopus monster in D&D 5e.
Answer: Giant Octopus is a Large beast (unaligned).
AC: 11 (dex), HP: 52 (8d10), Speed: walk 10 ft., swim 60 ft..
Abilities: STR 17 DEX 13 CON 13 INT 4 WIS 10 CHA 4.
Senses: darkvision 60 ft., passive_perception 14. Languages: None. CR: 1.

Special Abilities:
**Hold Breath:** While out of water, the octopus can hold its breath for 1 hour.

**Underwater Camouflage:** The octopus has advantage on Dexterity (Stealth) checks made while underwater.

**Water Breathing:** The octopus can breathe only underwater.
Actions:
**Tentacles:** Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

**Ink Cloud:** A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Question: Describe the Giant Owl monster in D&D 5e.
Answer: Giant Owl is a Large beast (neutral).
AC: 12 (dex), HP: 19 (3d10), Speed: walk 5 ft., fly 60 ft..
Abilities: STR 13 DEX 15 CON 12 INT 8 WIS 13 CHA 10.
Senses: darkvision 120 ft., passive_perception 15. Languages: Giant Owl, understands Common, Elvish, and Sylvan but can't speak. CR: 0.25.

Special Abilities:
**Flyby:** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

**Keen Hearing and Sight:** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions:
**Talons:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Question: Describe the Giant Poisonous Snake monster in D&D 5e.
Answer: Giant Poisonous Snake is a Medium beast (unaligned).
AC: 14 (dex), HP: 11 (2d8), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 10 DEX 18 CON 13 INT 2 WIS 10 CHA 3.
Senses: blindsight 10 ft., passive_perception 12. Languages: None. CR: 0.25.

Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Giant Rat monster in D&D 5e.
Answer: Giant Rat is a Small beast (unaligned).
AC: 12 (dex), HP: 7 (2d6), Speed: walk 30 ft..
Abilities: STR 7 DEX 15 CON 11 INT 2 WIS 10 CHA 4.
Senses: darkvision 60 ft., passive_perception 10. Languages: None. CR: 0.125.

Special Abilities:
**Keen Smell:** The rat has advantage on Wisdom (Perception) checks that rely on smell.

**Pack Tactics:** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Question: Describe the Giant Rat (Diseased) monster in D&D 5e.
Answer: Giant Rat (Diseased) is a Small beast (unaligned).
AC: 12 (dex), HP: 7 (2d6), Speed: walk 30 ft..
Abilities: STR 7 DEX 15 CON 11 INT 2 WIS 10 CHA 4.
Senses: darkvision 60 ft., passive_perception 10. Languages: None. CR: 0.125.

Special Abilities:
**Keen Smell:** The rat has advantage on Wisdom (Perception) checks that rely on smell.

**Pack Tactics:** The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Question: Describe the Giant Scorpion monster in D&D 5e.
Answer: Giant Scorpion is a Large beast (unaligned).
AC: 15 (natural), HP: 52 (7d10), Speed: walk 40 ft..
Abilities: STR 15 DEX 13 CON 15 INT 1 WIS 9 CHA 3.
Senses: blindsight 60 ft., passive_perception 9. Languages: None. CR: 3.

Actions:
**Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

**Multiattack:** The scorpion makes three attacks: two with its claws and one with its sting.

**Sting:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Giant Sea Horse monster in D&D 5e.
Answer: Giant Sea Horse is a Large beast (unaligned).
AC: 13 (natural), HP: 16 (3d10), Speed: walk 0 ft., swim 40 ft..
Abilities: STR 12 DEX 15 CON 11 INT 2 WIS 12 CHA 5.
Senses: passive_perception 11. Languages: None. CR: 0.5.

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. Special Abilities:
**Charge:** If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

**Water Breathing:** The sea horse can breathe only underwater.
Actions:
**Ram:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Question: Describe the Giant Shark monster in D&D 5e.
Answer: Giant Shark is a Huge beast (unaligned).
AC: 13 (natural), HP: 126 (11d12), Speed: swim 50 ft..
Abilities: STR 23 DEX 11 CON 21 INT 1 WIS 10 CHA 5.
Senses: blindsight 60 ft., passive_perception 13. Languages: None. CR: 5.

A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. Special Abilities:
**Blood Frenzy:** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**Water Breathing:** The shark can breathe only underwater.
Actions:
**Bite:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Question: Describe the Giant Spider monster in D&D 5e.
Answer: Giant Spider is a Large beast (unaligned).
AC: 14 (natural), HP: 26 (4d10), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 14 DEX 16 CON 12 INT 2 WIS 11 CHA 4.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 10. Languages: None. CR: 1.

To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Special Abilities:
**Spider Climb:** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Sense:** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

**Web Walker:** The spider ignores movement restrictions caused by webbing.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

**Web:** Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Question: Describe the Giant Toad monster in D&D 5e.
Answer: Giant Toad is a Large beast (unaligned).
AC: 11 (dex), HP: 39 (6d10), Speed: walk 20 ft., swim 40 ft..
Abilities: STR 15 DEX 13 CON 13 INT 2 WIS 10 CHA 3.
Senses: darkvision 30 ft., passive_perception 10. Languages: None. CR: 1.

Special Abilities:
**Amphibious:** The toad can breathe air and water

**Standing Leap:** The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions:
**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.

**Swallow:** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Question: Describe the Giant Vulture monster in D&D 5e.
Answer: Giant Vulture is a Large beast (neutral evil).
AC: 10 (dex), HP: 22 (3d10), Speed: walk 10 ft., fly 60 ft..
Abilities: STR 15 DEX 10 CON 15 INT 6 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: understands Common but can't speak. CR: 1.

A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. Special Abilities:
**Keen Sight and Smell:** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

**Pack Tactics:** The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Multiattack:** The vulture makes two attacks: one with its beak and one with its talons.

**Beak:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

**Talons:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Question: Describe the Giant Wasp monster in D&D 5e.
Answer: Giant Wasp is a Medium beast (unaligned).
AC: 12 (dex), HP: 13 (3d8), Speed: walk 10 ft., fly 50 ft., swim 50 ft..
Abilities: STR 10 DEX 14 CON 10 INT 1 WIS 10 CHA 3.
Senses: passive_perception 10. Languages: None. CR: 0.5.

Actions:
**Sting:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Question: Describe the Giant Weasel monster in D&D 5e.
Answer: Giant Weasel is a Medium beast (unaligned).
AC: 13 (dex), HP: 9 (2d8), Speed: walk 40 ft..
Abilities: STR 11 DEX 16 CON 10 INT 4 WIS 12 CHA 5.
Senses: darkvision 60 ft., passive_perception 13. Languages: None. CR: 0.125.

Special Abilities:
**Keen Hearing and Smell:** The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Question: Describe the Giant Wolf Spider monster in D&D 5e.
Answer: Giant Wolf Spider is a Medium beast (unaligned).
AC: 13 (dex), HP: 11 (2d8), Speed: walk 40 ft., climb 40 ft..
Abilities: STR 12 DEX 16 CON 13 INT 3 WIS 12 CHA 4.
Senses: blindsight 10 ft., darkvision 60 ft., passive_perception 13. Languages: None. CR: 0.25.

Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. Special Abilities:
**Spider Climb:** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Web Sense:** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

**Web Walker:** The spider ignores movement restrictions caused by webbing.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Question: Describe the Gibbering Mouther monster in D&D 5e.
Answer: Gibbering Mouther is a Medium aberration (neutral).
AC: 9 (dex), HP: 67 (9d8), Speed: walk 10 ft., swim 10 ft..
Abilities: STR 10 DEX 8 CON 16 INT 3 WIS 10 CHA 6.
Senses: darkvision 60 ft., passive_perception 10. Languages: None. CR: 2.

Special Abilities:
**Aberrant Ground:** The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

**Gibbering:** The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Actions:
**Multiattack:** The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

**Bites:** Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

**Blinding Spittle:** The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Question: Describe the Glabrezu monster in D&D 5e.
Answer: Glabrezu is a Large fiend (chaotic evil).
AC: 17 (natural), HP: 157 (15d10), Speed: walk 40 ft..
Abilities: STR 20 DEX 15 CON 21 INT 19 WIS 17 CHA 16.
Senses: truesight 120 ft., passive_perception 13. Languages: Abyssal, telepathy 120 ft.. CR: 9.

Special Abilities:
**Innate Spellcasting:** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic
1/day each: confusion, fly, power word stun

**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: +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 15). 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.