Immunization. After the abishai suffers cold, fire, acid, poison, or electricity damage, it loses its previous immunity and becomes immune to whatever type of damage it just took.
Extra Attack. When the abishai takes the Attack action during its turn, it can make up to two additional attacks.
Piercing Offense. The abishai's attacks are considered magical, psychic, and adamantine for the purposes of bypassing damage resistances (but not immunities).
Improved Fortification. The abishai does not take any bonus damage from critical hits or sneak attacks.
Fury Burst. The abishai emits a wave of energy of whatever type it is currently immune to (force, if it does not have an immunity at the moment). All creatures within 30 feet take 14 (4d6) damage of the appropriate type (DC 14 Dexterity save halves).
Green-Steel Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Tempest Spine. RangedWeapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 7 (1d12 + 2) piercing damage.
Description
This is the combination of 5 dedicated Abishai warriors, who fusion danced into this nasty thing.
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