Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Devil’s Sight. Magical darkness doesn’t impede the abishai’sDarkvision
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Lightning Strike. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) lightning damage.
Lightning Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.
Spellcasting. The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):
At will: Disguise self, mage hand, minor illusion
2/day each: charm person, dispel magic, greater invisibility, wall of force
Teleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.