Green Abishai

Mordenkainen Presents: Monsters of the Multiverse p. 40,

Size
Medium
Type
fiend (devil)
Alignment
typically lawful evil
AC
18 (natural armor)
Hit Points
195 (26d8+78)
Speed
walk 30 ft., fly 40 ft.
Saving Throws
Int +8, Cha +9
Skills
Deception +9, Insight +6, Perception +6, Persuasion +9
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison
Condition Immunities
poisoned
Senses
darkvision 120 ft.
Passive Perception
16
Languages
Draconic, Infernal, telepathy 120 ft.
Challenge
15
Lineage
Abishai
STR
12
+1
DEX
17
+3
CON
16
+3
INT
17
+3
WIS
12
+1
CHA
19
+4

Traits

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

Spells

alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion

Other data

description