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:
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At will: alter self, major image
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3/day each: charm person, detect thoughts, fear
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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.