b'Demon, Nabasu \n'b'  Family:   Demons  \n'b'  Medium   fiend  (demon),  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  157 (15d8 + 90)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  22 (+6)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +9  Skills   Perception  +7  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   paralyzed ,  poisoned   Senses   darkvision  120 ft., passive  Perception  17  Languages  Abyssal, Common, telepathy 100 ft.  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Death Gaze . When a creature that can see the nabasu\xe2\x80\x99s eyes starts its turn within 30 feet of the nabasu, the nabasu can force it to make a DC 15  Wisdom  saving throw if the nabasu isn\xe2\x80\x99t  incapacitated  and can see the creature. On a failure, the creature loses a hit die. A creature that has lost its last hit die to the nabasu\xe2\x80\x99s death gaze has disadvantage on all death saves for the next 24 hours, and if it dies within that time, it rises as a  ghoul  in 1d4 rounds under the nabasu\xe2\x80\x99s control. Ghouls created in this way become free willed if the nabasu that created them dies. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the nabasu until the start of its next turn, when it can avert its eyes again. If the creature looks at the nabasu in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the nabasu are done at disadvantage. \n'b'  Magic Resistance . The nabasu  demon  has advantage on saving throws against spells and other magical effects. \n'b'  Innate Spellcasting . The nabasu\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: \n'b'\n'b'  At will :  darkness ,  teleport  (self only) \n'b'  3/day each :  silence ,  plane shift ,  ray of enfeeblement ,  vampiric touch  \n'b'  1/day :  regenerate  \n'b'\n'b'  Paralysis Aura (1/day) . As a bonus action, the nabasu releases a cloud of magical energy that can paralyze its foes. This cloud fills a 10-foot cube, and all creatures within that cube must succeed at a DC 17  Constitution  saving throw or become  paralyzed  for one minute. A  paralyzed  creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The nabasu makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (2d8 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 13 (2d6 + 6) slashing damage. \n'b'\n'b' ABOUT \n'b' The horned head of the nabasu has a cruel and vaguely humanoid face that appears trapped in a constant state of rage and pain. Its ever-pervasive, glowing golden stare is known to strike its foes dead at its mere gaze. Their bodies are tall and wire thin, with gray reptilian skin and large leathery wings and spindly arms that end in hooked razor-sharp talons. \n'b' The majority of nabasu encountered outside of the Abyss are nabasu demonlings. These proud creations of the demon lords are sent to the Material Plane to feast on the souls of the innocent until they reach maturity and can re-enter the Abyss on their own. Once there, they devour the physical hearts and mortal souls of their prey, growing stronger and deadlier with each third victim they destroy. Nabasu derive great pleasure from torturing and killing other creatures.'