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5ead/monsters/md/tome_of_beasts_2023/kishi-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.7 KiB

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.