Green Abishai
Size
Medium
Monster Race
Fiend (devil)
Alignment
Lawful Evil
Armor Class
18 (natural armor)
Hit Points
187 (25d8 + 75)
Speed
6m, fly 8m
Attributes
STR
12 (+1)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
19 (+4)
Features
Saving Throws
Int +8, Cha +9
Skills
Deception +9, Insight +6, Perception +6, Persuasion +9
Damage Resistance
Cold ; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
Fire, poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive Perception 16
Languages
Draconic, Infernal, telepathy 24m
Challenge
15 (13,000 XP)
Abilities
Devil’s Sight
Magical darkness doesn’t impede the abishai’s darkvision.
Innate Spellcasting
The abishai’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: Alter Self, Major Image
3/day each: Charm Person, Detect Thoughts, Fear
1/day each: Confusion, Dominate Person, Mass Suggestion
At will: Alter Self, Major Image
3/day each: Charm Person, Detect Thoughts, Fear
1/day each: Confusion, Dominate Person, Mass Suggestion
Magic Resistance
The abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons
The abishai’s weapon attacks are magical.
Actions
Multiattack
The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.
Longsword
Melee Weapon Attack: +6 to hit, reach 1m, one target. Hit : 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Claws
Melee Weapon Attack: +8 to hit, reach 1m, one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.