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Kishi

Medium · Fiend · CR 8 · Chaotic Evil

Armor Class
18 (natural armor, shield)
Hit Points and Hit Dice
119 (14d8 + 56)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Chaotic Evil
XP 3900
Initiative Bonus +5

Movement

Walk 50 ft (15.2 m)
Swim 25 ft (7.6 m)
Climb 25 ft (7.6 m)
Crawl 25 ft (7.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 13

Saving Throws

Dexterity +8 Constitution +7 Wisdom +3

Skills

Deception +9 Perception +3 Performance +9

Languages

Abyssal, Celestial, Common, Draconic, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

Traits

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).

Magic Resistance

The kishi has advantage on saving throws against spells and other magical effects.

Two Heads

The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Actions

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d8 cold damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage.

Multiattack

The kishi makes one Bite attack and two Spear attacks.

Spear

+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 2d8 cold damage.

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

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.

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.

About Kishi

Kishi is a medium fiend with a Challenge Rating of 8. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 119 hit points (derived from 14d8 + 56).

Kishi has communication capabilities including Abyssal, Celestial, Common, Draconic, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Kishi

2 tips available

When using Kishi in your D&D 5e campaign, consider these tactical approaches:

  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Kishi

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Kishi?
Kishi has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Kishi?
Kishi is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Kishi speak?
Kishi can communicate in Abyssal, Celestial, Common, Draconic, telepathy 120 ft..

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