mordenkainens tome of foes

(Jeff_L) #1

GREE N ABISHAI


Medium fiend (devil),
lawful evil

Armo
r Class 18 (natural armor)

Hit Points 187 (25d8 + 75)

Speed 30 ft., fly 40 ft.

STR

12 (+1)

DEX

17 (+3)

CON

16 (+3)

Saving Throws Int +8, Cha +9

INT

17 (+3)

WIS

12 (+1)

CHA

19 (+4)

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

Damage Resistance s cold
; bludgeoning, piercing, and slashing

from nonmagical
attacks that aren't silvered

Damage Immunit ies fire, poison

Condition Imm unit ies poisoned

Senses darkvision 120 ft., passive Perc
eption 16

Languages Draconic, Infernal, te
lepathy 120 ft.

Challenge 15 (13,000 XP)

~.


..... ..


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

darkvision.

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:

REDABISHAI


Medium fiend (devil), lawful
evil

Armor Class
22 (natural armor)

Hit Points
255 (30d8 + 120)

Speed
30 ft ., fly SO ft.

STR

23 (+6)

DEX

16 (+3)

CON

19 (+4)

INT

14 (+2)

Saving Throws Str +12, Con +10, Wis +8

Skills Intimidation +10, Perception +8

WIS

15 (+2)

CHA

19 (+4)

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., passive Perception 18

Languages Draconic, Infernal, telepathy 120
ft.

Cha
llenge 19 (22,000 XP)

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.

ACTIONS

Multiatt
ack. The abishai can use its Frightful Presence. It also

makes three attacks: one with its morningstar,
one with its

claw, and one with its bite.

CTlAPTER
6 I BESTTARY


I

At will: alter self, major image

3/day each: charm person, detect thoughts.fear

1/day each: confusion, dominate person, mass suggestion

Magic Resistance. The abishai
has advantage on saving throws

against spells and other magical
effects.

Magic Weapons.
The abishai's weapon attacks are magical.

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 tar-

get. Hit: 5 (1d8 + 1) slashing damage, or 6 (ldlO
+ 1) s lashing

damage
if used with two hands.

Claws. Melee Weapon
Auack: +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.

Morningstar.
Melee Weapon Attack: +12 to hit, reach 5 ft., one

target. Hit: 10 (1d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one targ
et.

Hit: 17 (2d10 + 6) slashing
damage.

Bite. Melee Weapon Attack: +12 to
hit, reach 5 ft., one target.

Hit: 22 (5d10 + 6) piercing damage
plus 38 (7d10) fire damage.

Frightful
Presence. Each creature of the abishai's choice that

is within
120 feet and aware of it must s ucceed on a DC 18

Wisdom saving throw or become frightened
of it for 1 minute.

A creature can repeat the saving throw at the end of each of

its turns, ending the effect on itself on a success. If a crea-

ture'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 of its al-

lies within 60 feet of it that can
see it. For 1 minute, each of

those allies 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 ofit. 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.

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