Green AbishaiMedium fiend (devil)
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.
Spellcasting. The green abishai uses Divinity (Cha) to cast spells (spell save Difficulty 17, +9 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
Longsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Claws (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a Difficulty 16 Fortitude 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.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.