Page 163 - Mordenkainen's Tome of Foes Deluxe
P. 163

At will: alter self, major image
            GREEN ABISHAI                                       3/day each: charm person, detect thoughts.fear
            Medium fiend (devil), lawful evil
                                                                1/day each: confusion, dominate person, mass suggestion
            Armor Class 18 (natural armor)                      Magic Resistance. The abishai has advantage on saving throws
            Hit Points 187 (25d8 + 75)                          against spells and other magical effects.           ..
            Speed 30 ft., fly 40 ft.
                                                                Magic Weapons. The abishai's weapon attacks are magical.
                                                                                                                   •
              STR     DEX    CON      INT    WIS    CHA
             12 (+1)   17 (+3)   16 (+3)   17 (+3)   12 (+1)   19 (+4)   ACTIONS
                                                                Multiattack. The abishai makes two attacks, one with its claws
            Saving Throws Int +8, Cha +9                        and one with its longsword, or it casts one spell from its Innate
            Skills  Deception +9, Insight +6, Perception +6, Persuasion +9
                                                                Spellcasting trait and makes one claw attack.
            Damage Resistances cold; bludgeoning, piercing, and slashing
             from nonmagical attacks that aren't silvered       Longsword. Melee Weapon Attack:  +6 to hit, reach 5 ft., one tar-
            Damage Immunities fire, poison                      get. Hit: 5 (1d8 + 1) slashing damage, or 6 (ldlO + 1) slashing
            Condition Immunities poisoned              ~  .     damage if used with two hands.
            Senses darkvision 120 ft., passive Perception 16   .... .  ..
            Languages Draconic, Infernal, telepathy 120 ft.     Claws.  Melee Weapon Auack: +8 to hit, reach 5 ft., one target.
            Challenge 15 (13,000 XP)                            Hit: 12 (2d8 + 3)  piercing damage. If the target is a creature, it
                                                            I   must succeed on a DC 16 Constitution saving throw or take 11
            Devil's Sight. Magical darkness doesn't impede the abishai's   (2d10) poison damage and become poisoned for 1 minute. The
            darkvision.                                         poisoned target can repeat the saving throw at the end of  each
                                                                of  its turns, ending the effect on itself on a success.
            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                                          Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one
            Medium fiend (devil), lawful evil                   target. Hit: 10 (1d8 + 6)  piercing damage.
                                                                Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
            Armor Class 22 (natural armor)
                                                                Hit: 17 (2d10 + 6) slashing damage.
            Hit Points 255 (30d8 + 120)
            Speed 30 ft., fly  SO ft.                           Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
                                                                Hit: 22 (5d10 + 6)  piercing damage plus 38 (7d10) fire damage.
              STR     DEX    CON      INT    WIS    CHA
                                                                F rightf ul Presence. Each creature of  the abishai's choice that
             23  (+6)   16 (+3)   19 (+4)   14 (+2)   15  (+2)   19 (+4)
                                                                is within 120 feet and aware of  it must succeed on a DC 18
            Saving Throws Str +12, Con +10, Wis +8              Wisdom saving throw or become frightened of it for 1 minute.
            Skills  Intimidation +10, Perception +8             A creature can repeat the saving throw at the end of  each of
            Damage Resistances cold; bludgeoning, piercing, and slashing   its turns, ending the effect on itself  on a success. If a crea-
             from nonmagical attacks that aren't silvered       ture's saving throw is successful or the effect ends for it, the
            Damage Immunities fire, poison                      creature is immune to the abishai's Frightful Presence for the
            Condition Immunities poisoned                       next 24 hours.
            Senses darkvision 120 ft., passive Perception 18
                                                                Incite F anaticism. The abishai chooses up to four of  its al-
            Languages Draconic, Infernal, telepathy 120 ft.
            Challenge 19 (22,000 XP)                            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
            Devil's Sight. Magical darkness doesn't impede the abishai's   frightened.
            darkvision.
                                                                Power o f the Dragon Queen. The abishai targets one dragon it
            Magic Resistance. The abishai has advantage on saving throws   can see within 120 feet ofit. The dragon must make a  DC 18
            against spells and other magical effects.           Charisma saving throw. A chromatic dragon makes this save
                                                                with disadvantage. On a successful save, the target is  immune
            Magic Weapons. The abishai's weapon attacks are magical.
                                                                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.
            ACTIONS
                                                                While charmed in this way, the target regards the abishai as a
            Multiattack. The abishai can use its Frightful Presence. It also   trusted friend to be heeded and protected. This effect ends if
            makes three attacks: one with its morningstar, one with its   the abishai or its companions deal damage to the target.
            claw, and one with its bite.



           CTlAPTER 6  I BESTTARY
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