Monster
Red Abishai
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 22 (natural armor)
- Hit points
- 255 (30d8 + 120)
- Speed
- Walk 30 ft., Fly 50 ft.
- Challenge rating
- 19
- Alignment
- Lawful Evil
- Strength
- 23
- Dexterity
- 16
- Constitution
- 19
- Intelligence
- 14
- Wisdom
- 15
- Charisma
- 19
- Passive Perception
- 18
- Saving Throws
- str: +12; con: +10; wis: +8
- Skills
- intimidation: +10; perception: +8
- 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 can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.
Morningstar
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage.
Frightful Presence
Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.
Incite Fanaticism
The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.
Power of the Dragon Queen
The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.