THE SHARED REFERENCE Adventurer

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

Devil's Sight

Magical darkness doesn't impede the abishai's darkvision.

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 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

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