Monster
Black Abishai
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 15 (natural armor)
- Hit points
- 58 (9d8 + 18)
- Speed
- Walk 30 ft., Fly 40 ft.
- Challenge rating
- 7
- Alignment
- Lawful Evil
- Strength
- 14
- Dexterity
- 17
- Constitution
- 14
- Intelligence
- 13
- Wisdom
- 16
- Charisma
- 11
- Passive Perception
- 16
- Saving Throws
- dex: +6; wis: +6
- Skills
- perception: +6; stealth: +6
- Senses
- darkvision 120 ft.
- Languages
- Draconic, Infernal, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- acid, fire, poison
- Condition Immunities
- poisoned
Traits
Magical darkness doesn't impede the abishai's darkvision.
The abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons
The abishai's weapon attacks are magical.
Shadow Stealth
While in dim light or darkness, the abishai can take the Hide action as a bonus action.
Actions
Multiattack
The abishai makes three attacks: two with its scimitar and one with its bite.
Scimitar
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
Creeping Darkness (Recharge 6)
The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.