Medium Fiend (Devil), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 195 (26d8 + 78)
Speed 30 ft., Fly 50 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
22 (+6)
WIS
23 (+6)
CHA
18 (+4)
Saving Throws INT +12, WIS +12
Skills Arcana +12
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Lightning, Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Draconic, Infernal, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Legendary Resistance (2/Day). If the abishai fails a saving throw, it can choose to succeed instead.

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

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

Spellcasting. The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:

Cantrips (at will): mage hand, message, minor illusion, ray of frost, shocking grasp

1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave

2nd level (3 slots): darkness, mirror image, misty step

3rd level (3 slots): dispel magic, fear, lightning bolt

4th level (3 slots): dimension door, greater invisibility, ice storm

5th level (2 slots): cone of cold, wall of force

6th level (1 slot): chain lightning

7th level (1 slot): teleport

Actions

Multiattack. The abishai makes two attacks: one with its quarterstaff and one with its bite.

Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.

Legendary Actions

The abishai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abishai regains spent legendary actions at the start of its turn.

Detect. The abishai makes a Wisdom (Perception) check.

Bite Attack. The abishai makes a bite attack.

Cantrip. The abishai casts a cantrip.

Cast Spell (Costs 2 Actions). The abishai casts a spell of 1st-level or higher.

Wing Attack (Costs 2 Actions). The abishai beats its wings. Each creature within 10 feet of the abishai must succeed on a DC 16 Dexterity saving throw or take 9 (2d6 + 2) magical bludgeoning damage and be knocked prone. The abishai can then fly up to its flying speed.

Monster Tags: Devilfiend

Habitat: CoastalUrban

Darthvenexus

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