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Black Abishai MPMM p38

Blue Abishai MPMM p39

Medium Fiend (Devil), Typically Lawful Evil Medium Fiend (Devil, Wizard), Typically Lawful Evil

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
15 (natural 58 (9d8 + 30 ft., fly 40 19 (natural 202 (27d8 + 30 ft., fly 50 17 (18,000
7 (2,900 XP) +3 +6
armor) 18) ft. armor) 81) ft. XP)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 15 (+2) 14 (+2) 17 (+3) 22 (+6) 23 (+6) 18 (+4)

Saving Throws Dex +6, Wis +6 Saving Throws Int +12, Wis +12

Skills Perception +6, Stealth +6 Skills Arcana +12

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

Damage Imm. acid, fire, poison Damage Imm. fire, lightning, poison

Condition Imm. poisoned Condition Imm. poisoned

Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 16

Languages Draconic, Infernal, telepathy 120 ft. Languages Draconic, Infernal, telepathy 120 ft.

Devil's Sight. Magical darkness doesn't impede the abishai's Devil's Sight. Magical darkness doesn't impede the abishai's
darkvision. darkvision.

Magic Resistance. The abishai has advantage on saving Magic Resistance. The abishai has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.

Actions Actions
Multiattack. The abishai makes one Bite attack and two Multiattack. The abishai makes three Bite or Lightning Strike
Scimitar attacks. attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning
damage.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) force damage. Lightning Strike. Ranged Spell Attack: +12 to hit, range 120
ft., one target. Hit: 36 (8d8) lightning damage.
Creeping Darkness (Recharge 6). The abishai casts darkness
at a point within 120 feet of it, requiring no spell components Spellcasting. The abishai casts one of the following spells,
or concentration. Wisdom is its spellcasting ability for this using Intelligence as the spellcasting ability (spell save DC
spell. While the spell persists, the abishai can move the area 20):
of darkness up to 60 feet as a bonus action. At will: disguise self, mage hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility,
Bonus Actions wall of force
Shadow Stealth. While in dim light or darkness, the abishai
takes the Hide action. Bonus Actions
Teleport. The abishai teleports, along with any equipment it
is wearing or carrying, up to 30 feet to an unoccupied space
that it can see.
Green Abishai MPMM p40 Red Abishai MPMM p40

Medium Fiend (Devil), Typically Lawful Evil Medium Fiend (Devil), Typically Lawful Evil

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
18 (natural 195 (26d8 + 30 ft., fly 40 15 (13,000 22 (natural 289 (34d8 + 30 ft., fly 50 19 (22,000
+5 +6
armor) 78) ft. XP) armor) 136) ft. XP)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 17 (+3) 12 (+1) 19 (+4) 23 (+6) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 19 (+4)

Saving Throws Int +8, Cha +9 Saving Throws Str +12, Con +10, Wis +8

Skills Deception +9, Insight +6, Perception +6, Persuasion +9 Skills Intimidation +10, Perception +8

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

Damage Imm. fire, poison Damage Imm. fire, poison

Condition Imm. poisoned Condition Imm. frightened, poisoned

Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 18

Languages Draconic, Infernal, telepathy 120 ft. Languages Draconic, Infernal, telepathy 120 ft.

Devil's Sight. Magical darkness doesn't impede the abishai's Devil's Sight. Magical darkness doesn't impede the abishai's
darkvision. darkvision.
Magic Resistance. The abishai has advantage on saving Magic Resistance. The abishai has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Actions Actions
Multiattack. The abishai makes two Fiendish Claw attacks, Multiattack. The abishai makes one Bite attack and one
or it makes one Fiendish Claw attack and uses Spellcasting. Claw attack, and it can use Frightful Presence or Incite
Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., Fanaticism.
one target. Hit: 12 (2d8 + 3) force damage. If the target is a Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
creature, it must succeed on a DC 16 Constitution saving Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire
throw or take 16 (3d10) poison damage and become damage.
poisoned for 1 minute. The poisoned target can repeat the Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
saving throw at the end of each of its turns, ending the effect target. Hit: 17 (2d10 + 6) force damage plus 11 (2d10) fire
on itself on a success. damage.
Spellcasting. The abishai casts one of the following spells, Frightful Presence. Each creature of the abishai's choice that
requiring no material components and using Charisma as is within 120 feet and aware of the abishai must succeed on
the spellcasting ability (spell save DC 17): a DC 18 Wisdom saving throw or become frightened of it for
At will: alter self, major image 1 minute. A creature can repeat the saving throw at the end
3/day each: charm person, detect thoughts, fear of each of its turns, ending the effect on itself on a success.
1/day each: confusion, dominate person, mass suggestion 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 other
creatures within 60 feet of it that can see it. Until the start of
the abishai's next turn, each of those creatures makes attack
rolls with advantage and can't be frightened.
Power of the Dragon Queen. The abishai targets one Dragon
it can see within 120 feet of it. The Dragon must make a DC
18 Charisma 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.
White Abishai MPMM p41

Medium Fiend (Devil), Typically Lawful Evil

Armor Class Hit Points Speed Challenge PB


15 (natural 68 (8d8 + 30 ft., fly 40
6 (2,300 XP) +3
armor) 32) ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 18 (+4) 11 (+0) 12 (+1) 13 (+1)

Saving Throws Str +6, Con +7

Damage Res. bludgeoning, piercing, and slashing from


nonmagical attacks that aren't silvered

Damage Imm. cold, fire, poison

Condition Imm. poisoned

Senses darkvision 120 ft., passive Perception 11

Languages Draconic, Infernal, telepathy 120 ft.

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.
Reckless. 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.
Actions
Multiattack. The abishai makes one Bite attack, one Claw
attack, and one Longsword attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Longsword. 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.
Reactions
Vicious Reprisal. In response to taking damage, the abishai
makes one Bite attack against a random creature within 5
feet of it. If no creature is within reach, the abishai moves up
to half its speed toward an enemy it can see, without
provoking opportunity attacks.

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