Green Abishai

Medium fiend (devil), Lawful Evil

Armor Class

18 (natural armor)

Hit Points

187 (25d8+75)

Speed

walk 30 ft., fly 40 ft.

Saves

Int +8, Cha +9

Skills

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

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Draconic, Infernal, telepathy 120 ft.

Challenge

15

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.

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

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.

Green Abishai

Medium fiend (devil), typically lawful evil

Armor Class

18 (natural armor)

Hit Points

195 (26d8 + 78)

Speed

walk 30 ft., fly 40 ft.

Saves

Int +8, Cha +9

Skills

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

Damage Resistances

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

Damage Immunities

fire, poison

Condition Immunities

poisoned

Senses

darkvision 120 ft.

Languages

Draconic, Infernal, telepathy 120 ft.

Challenge

15

Proficiency Bonus

+5

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.

Actions

Multiattack

The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting.

Fiendish Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 16 (3d10) 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.

Spellcasting

The abishai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): • At will: alter self, major image • 3/Day each: charm person, detect thoughts, fear • 1/Day each: confusion, dominate person, mass suggestion