Green Abishai

Medium fiend (devil), lawful evil

Armor Class

18 (natural armor)

Hit Points

187 (25d8 + 75)

Speed

30 ft., fly 40 ft.

STR

12 (+1)

DEX

17 (+3)

CON

16 (+3)

INT

17 (+3)

WIS

12 (+1)

CHA

19 (+4)

Damage Immunities

fire, poison

Damage Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Condition Immunities

poisoned

Senses

darkvision 120 ft., passive Perception 16

Saving Throws

Int +8, Cha +9

Skills

Deception +9, Insight +6, Perception +6, Persuasion +9

Languages

Draconic, Infernal, telepathy 120 ft.

Challenge

15 (13,000 XP)

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

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.

medium
fiend
cr15
mordenkainens-tome-of-foes
(p. 162)