1. Races

Chasme

Large Fiend (Demon), Chaotic Evil
AC 15
Initiative +5 (15)
HP 78 (12d10 + 12)
Speed 20 ft., Fly 60 ft.
mod
save
mod
save
mod
save
Str
15
+2
+2
Dex
15
+2
+5
Con
12
+1
+1
Int
11
+0
+0
Wis
14
+2
+5
Cha
10
+0
+0
Skills Perception +5
Resistances Cold, Fire, Lightning
Immunities Poison; Poisoned
Senses Blindsight 10 ft., Darkvision 120 ft., Passive Perception 15
Languages Abyssal; telepathy 120 ft.
CR 6 (XP 2,300; PB +3) 

Traits

Demonic Restoration. If the chasme dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance. The chasme has Advantage on saving throws against spells and other magical effects.

Spider Climb. The chasme can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.

Bonus Actions

Drone. Constitution Saving Throw: DC 12, each creature in a 30-foot Emanation originating from the chasme (demons automatically succeed on this save). Failure: The target has the Unconscious condition and repeats the save at the end of each of its turns. The target succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. Success: The target is immune to this chasme's Drone for 24 hours.

Habitat: Planar (Abyss)
Treasure: Relics
Source: MM'25, page 69.