# Kishi *Medium* *Fiend* *Chaotic Evil* - **Armor Class:** 18 (natural armor, shield) - **Hit Points:** 119 (14d8 + 56) - **Speed:** walk 50 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** Tome of Beasts 2023, page 84 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 19 (+4) | 20 (+5) | 19 (+4) | 15 (+2) | 11 (+0) | 22 (+6) | - **Saving Throws**: Dex +8, Con +7, Wis +3 - **Skills:** Deception +9, Perception +3, Performance +9 - **Damage Vulnerabilities:** False - **Damage Immunities:** poison - **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** poisoned - **Senses:** darkvision 120 ft., passive Perception 13 - **Languages:** Abyssal, Celestial, Common, Draconic, telepathy 120 ft. ### Special Abilities - **Fiendish Weapons:** The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack). - **Two Heads:** The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - **Magic Resistance:** The kishi has advantage on saving throws against spells and other magical effects. ### Actions - **Multiattack:** The kishi makes one Bite attack and two Spear attacks. - **Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage. - **Spear:** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage. - **Spellcasting:** The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect evil and good, detect magic, suggestion
3/day: glibness
1/day: dominate person ### Bonus Actions - **Trophy Shield:** The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi. - **Summon Demon (1/Day):** The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi's damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action.