Kishi

Medium Fiend, Chaotic Evil

Armor Class 18 (natural armor, shield)

Hit Points 119 (14d8 + 56)

Speed walk +50

Challenge 8

STR
19
+4
DEX
20
+5
CON
19
+4
INT
15
+2
WIS
11
+0
CHA
22
+6

Saving Throws con +7, dex +8, wis +3

Skills Deception +9, Perception +3, Performance +9

Damage Vulnerabilities False

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

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.

Source: Tome of Beasts 2023 · OGL/Open