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Green Abishai

The envoys of Keryth's armies, green abishais represented the god's interests in the Celestial Realms and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents.
Genetic Ancestor(s)
Related Ethnicities

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Green Abishai

Medium fiend (demon), lawful evil
Armor Class 18 (natural armor)
Hit Points 187 25d8+75
Speed 30ft Fly: 40ft

STR
12 +1
DEX
17 +3
CON
16 +3
INT
17 +3
WIS
12 +1
CHA
19 +4

Saving Throws Int +8, Cha +9
Skills Deception +9, Insight +6, Perception +6, Persuasion +9
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 16
Languages Abyssal, telepathy 120 ft.
Challenge 15


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:   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 target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing 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.


 

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