Sources
CR
Type
Size
Alignment
Movement

Kelubar Consul

Medium Fiend, Neutral Evil

Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., fly 60 ft.
STR
20
+5
DEX
13
+1
CON
17
+3
INT
14
+2
WIS
15
+2
CHA
18
+4
Saving Throws STR +9, CON +7, CHA +8
Skills Athletics +9, Insight +6, 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
Challenge 11 (7,200 XP)

Traits

Devil's Sight. Magical darkness doesn't impede the kelubar's darkvision.

Freedom of Movement. 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.

Keen Smell. The kelubar has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The kelubar's weapon attacks are magical.

Reckless. 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.

Spellcasting

Spellcasting. The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: clairvoyance, detect magic, fear, invisibility (self only), spider climb, tongues

2/day each: dispel magic, fog cloud

Actions

Multiattack. The kelubar makes one Bite attack and three Claws attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:14 (2d8 + 5) piercing damage plus 7 (2d6) acid damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:9 (1d8 + 5) slashing damage plus 7 (2d6) acid damage.

Bonus Actions

Summon Demodand (1/Day). 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

Impossible Dodge. 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.

Lore

Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword.