Kryx RPGThemesMonsters

Red Abishai

Medium fiend (devil)
Challenge
19 (22,000 XP)

STR
6
DEX
3
CON
4
INT
2
WIS
2
CHA
4

255
30d8+120
22
Soak
3
Fort
+10
Ref
+10
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 15 m.
Senses darkvision 35 m., passive Perception 18
Skills Coercion +10, Perception +8
Languages Draconic, Infernal, telepathy 35 m.

Dashing Strike. If the red 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.

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 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 1.5 m. Hit: 10 (1d8 + 6) piercing damage, or 11 (1d10 + 6) piercing damage if used with two hands.

Claw. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 17 (2d10 + 6) slashing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage.

Frightful Presence. Each creature of the abishai’s choice that is within 35 meters and aware of it must succeed on a DC 18 Will 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 18 meters 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 35 meters of it. The dragon must make a DC 18 Will 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.

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