Kryx RPGThemesMonsters

Green Abishai

Medium fiend (devil)
Challenge
15 (13,000 XP)

STR
1
DEX
3
CON
3
INT
3
WIS
1
CHA
4

187
25d8+75
18
Soak
2
Fort
+3
Ref
+2
Will
+9
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities poisoned

Speed 9 m., fly 12 m.
Senses darkvision 35 m., passive Perception 16
Skills Deception +9, Insight +6, Perception +6, Persuasion +9
Languages Draconic, Infernal, telepathy 35 m.

Dashing Strike. If the green abishai uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

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:

At will: alter self, image (augmented to major image)

3/day each: charm creature, detect thoughts, fear

1/day each: confusion, mind control, 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 1.5 m. 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 1.5 m. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 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.

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