Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 19). The glabrezu can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, dispel magic,
3/day each: counterspell, lightning bolt,
1/day each: confusion, fly, power word stun, chain lightning
Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.
Multiattack. The glabrezu makes five attacks: two with its pincers, one with it's bite, and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). The glabrezu has two pincers, each of which can grapple only one target.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) piercing damage and the target must succeed on a DC 19 Constitution saving throw, taking 11 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Asmodeus 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. Asmodeus regains spent legendary actions at the start of its turn.
Pincer Attack. Asmodeus may make one pincer attack.
Dispel Magic (Cost Two Actions). Asmodeus may cast dispel magic.
Darkness (Cost Two Actions). Asmodeus may cast darkness.
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