Medium Fiend (Devil), Lawful Evil
Armor Class 19 (natural)
Hit Points 255 (30d8 + 132)
Speed 30 ft., Fly 50 ft.
STR
23 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +11, CON +9, WIS +7
Skills Intimidation +10, Perception +8
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.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

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.

Regeneration. Holy water, holy weapons, and blessed weapons inflict lethal damage on an abishai adding 40 (8d8) radiant damage. All other damage regenerates at the rate of 10 points per round.

Telepathy. Abishais can communicate telepathically with any creature within 120 feet that has a language.

Actions

Multiattack. 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.

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

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 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 succeed 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 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.

Summon Baatezu (1/day). Once per day an abishai can attempt to summon 2d6 lemures with a 50% chance of success, or another abishai of a random color with a 20% chance of success.

Incite Fanaticism. The abishai chooses up to four of its allies 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 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.

Legendary Actions

Arraka 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. Arraka regains spent legendary actions at the start of its turn.

Spell-Like Abilities (Costs 1 action per spell). At will Arraka can cast  animate dead, disguise self, charm person, command, desecrate, detect evil and good, major image, suggestion, and cause fear. These powers function as the spells of the same name cast by a 8th-level sorcerer.

Claw Attack. Arraka makes one claw attack.

Bite Attack. Arraka makes one bite attack.

 

Monster Tags: Devilfiend

Habitat: MountainUrban

tnewt20

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