15 (natural armor)
68 (8d8+32)
walk 30 ft., fly 40 ft.
Str +6, Con +7
bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
cold, fire, poison
poisoned
darkvision 120 ft.
Draconic, Infernal, telepathy 120 ft.
6
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.
At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
The abishai makes two attacks: one with its longsword and one with its claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
15 (natural armor)
68 (8d8 + 32)
walk 30 ft., fly 40 ft.
Str +6, Con +7
bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
cold, fire, poison
poisoned
darkvision 120 ft.
Draconic, Infernal, telepathy 120 ft.
6
+3
Magical darkness doesn't impede the abishai's darkvision.
The abishai has advantage on saving throws against spells and other magical effects.
At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
The abishai makes one Bite attack, one Claw attack, and one Longsword attack.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, or 8 (1d10 + 3) force damage if used with two hands.