18 (natural armor)
187 (25d8+75)
walk 30 ft., fly 40 ft.
Int +8, Cha +9
Deception +9, Insight +6, Perception +6, Persuasion +9
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Draconic, Infernal, telepathy 120 ft.
15
Magical darkness doesn't impede the abishai's darkvision.
The abishai has advantage on saving throws against spells and other magical effects.
The abishai's weapon attacks are magical.
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
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.
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.
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.
18 (natural armor)
195 (26d8 + 78)
walk 30 ft., fly 40 ft.
Int +8, Cha +9
Deception +9, Insight +6, Perception +6, Persuasion +9
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Draconic, Infernal, telepathy 120 ft.
15
+5
Magical darkness doesn't impede the abishai's darkvision.
The abishai has advantage on saving throws against spells and other magical effects.
The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting.
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.
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