Monster
Green Abishai
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 18 (natural armor)
- Hit points
- 187 (25d8 + 75)
- Speed
- Walk 30 ft., Fly 40 ft.
- Challenge rating
- 15
- Alignment
- Lawful Evil
- Strength
- 12
- Dexterity
- 17
- Constitution
- 16
- Intelligence
- 17
- Wisdom
- 12
- Charisma
- 19
- Passive Perception
- 16
- Saving Throws
- int: +8; cha: +9
- Skills
- deception: +9; insight: +6; perception: +6; persuasion: +9
- 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
- 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.
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 5 ft., 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 5 ft., 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.
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