The Abishai

demiurge1138

Inventor of Super-Toast
These guys needed converting. Pants' big push for 3e to 3.5 conversions highlighted to me the need for more creative updates than just a few feats and skill points (IE the disparity in ability scores, HP, etc), and he hasn't gotten around to the abishai yet. So I stepped in. I did take a few "liberties" with the source material, readding flavor from Planescape, making up my own, altering abilities and, most notably, toning down the regeneration (in the MoF, it's equal to HD. Ouch).

Hope you enjoy.

Abishai

The abishai are a race of baatezu, horrible creatures native to the First and Second of the Nine Hells of Baator. Purportedly created by Tiamat herself, the abishai are the wardens of the First and Second Hell, catching mortals who attempt to enter the Hells and torturing them for perverse amusement. Particularly lucky abishai are granted command of legions of lesser devils in the Blood War; although this position carries a high fatality rate, it also lends itself to rapid promotion.

The five species of abishai are derived from the colors of chromatic dragons: white, black, green, blue and red. Although it was once believed that an abishai passed through all of these stages during the infernal process of promotion and transformation, the evolution is now known to be much more haphazard. Only an unremarkable abishai will pass through all stages of development; more talented ones are promoted quickly, whereas the foolish and incompetent are either demoted or destroyed.

Abishai yearn for the opportunity to escape Baator and come to the Prime Material plane. If summoned, they allow their captor full access to their spell-like abilities and combat prowess, hoping to lure the mage into corruption by access to this power.

All abishai speak Abyssal, Draconic and Infernal, but prefer to communicate telepathically.

White Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30ft (6 squares), fly 40ft (average)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tail sting +6 melee (1d6+2 plus 1d6 cold)
Full Attack: Tail sting +6 melee (1d6+2 plus 1d6 cold), 2 claws +4 melee (1d4+1) and bite +4 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Cold, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good or silver, immunity to fire and poison, regeneration 2, resistance to acid 10 and cold 10, see in darkness, spell resistance 16, telepathy 100ft
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Diplomacy +5, Concentration +9, Escape Artist +9, Hide +9, Intimidate +8, Listen +8, Move Silently +9, Spot +8
Feats: Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed types)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-8 HD (Medium)
Level Adjustment: +6

This white scaled creature looks like a gothic gargoyle the height of an elf with a draconic muzzle, leathery wings and powerful claws. Its long prehensile tail is tipped with an ivory barb sheathed in ice.

White abishai are the weakest of the breed. They avoid direct conflicts with other baatezu and often gather in large numbers to offset their physical limitations. White abishai are the most chaotic of the abashai, and they will gladly betray their superiors if given the chance. They’re not terribly intelligent, however, so such betrayals are easily traced and often lead to the abishai’s death, either as punishment or in retaliation.

A white abishai stands about 5 feet tall and weighs 120 pounds.

Combat
Consummate cowards, white abishai prefer to flee a battle and report the foe to superior forces unless clearly overwhelming in either numbers or power. When fighting, however, they are wicked creatures, shredding opponents with tooth and claw and freezing them with supernatural cold.

Cold (Su): Any creature struck by the sting of a white abishai takes 1d6 points of cold damage.

Spell-like Abilities: At will- disguise self, greater teleport (self plus 50 lbs of equipment), major image (DC 14); 1/day- fear (DC 15), suggestion (DC 14). At the abishai’s desire, it can have any of its spell-like abilities work for its summoner (disguising or teleporting them, for example). The save DCs are Charisma based.

Summon Baatezu (Sp): Once per day, a white abishai can summon 2d6 lemures with a 50% chance of success or 1 white abishai with a 35% chance of success. This is the equivalent of a 3rd level spell.

Regeneration (Ex): White abishai take normal damage from silvered weapons, good-aligned weapons, or good-aligned spells and effects.


Black Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 5d8+15 (37 hp)
Initiative: +6
Speed: 30ft, fly 40ft (average)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Tail sting +8 melee (1d6+3 plus 2d4 acid)
Full Attack: Tail sting +8 melee (1d6+3 plus 2d4 acid), 2 claws +6 melee (1d4+1) and bite +6 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Acid, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good or silver, immunity to fire and poison, regeneration 2, resistance to acid 10 and cold 10, see in darkness, SR 17, telepathy 100ft
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 13
Skills: Bluff +9, Concentration +11, Diplomacy +5, Escape Artist +10, Hide +10, Intimidate +9, Listen +9, Move Silently +10, Spot +9
Feats: Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed types)
Challenge Rating:
5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6-10 HD (Medium)
Level Adjustment: +6

This black scaled creature resembles a gothic gargoyle almost as tall as a human, with a draconic muzzle, leathery wings and powerful claws. Its long prehensile tail is tipped with an obsidian spine dripping with acid.

Black abishai are the most sadistic of their breed. They enjoy inflicting pain, and prefer to work alongside kocrachons in the torture pits than engage in open combat. This is probably also due to their relative weakness. Like white abishai, they have a slightly rebellious streak, although they prefer to resort to tormenting lesser fiends like imps and spinagons to let out their resentment and hatred. Of course, a mortal will do just as well.

A black abishai stands about 5 ½ feet tall and weighs 150 lbs.

Combat
Black abishai prefer to fight up close, stinging their foes and watching with glee the anguish brought on by their acid. They are marginally better tacticians than their white relatives, and make better use of their spell-like abilities.

Acid (Ex): Any creature struck by a black abishai’s tail sting takes 2d4 points of acid damage, and takes an additional 1d4 damage the subsequent round.

Spell-like Abilities: At will- disguise self, greater teleport (self plus 50 lbs of equipment), major image (DC 14); 1/day- fear (DC 15), suggestion (DC 14). At the abishai’s desire, it can have any of its spell-like abilities work for its summoner (disguising or teleporting them, for example). The save DCs are Charisma based.

Summon Baatezu (Sp): Once per day, a black abishai can summon 2d6 lemures with a 50% chance of success or 1 black abishai with a 35% chance of success. This is the equivalent of a 3rd level spell.

Regeneration (Ex): Black abishai take normal damage from silvered weapons, good-aligned weapons, or good-aligned spells and effects.


Green Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 6d8+18 (45 hp)
Initiative: +7
Speed: 30ft (6 squares), fly 40ft (average)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Sting +9 melee (1d6+3 plus poison)
Full Attack: Sting +9 melee (1d6+3 plus poison), 2 claws +7 melee (1d4+1) and bite +7 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Poison, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good and silver, immunity to fire and poison, regeneration 3, resistance to acid 10 and cold 10, see in darkness, SR 18, telepathy 100ft
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 17, Dex 16, Con 17, Int 11, Wis 12, Cha 14
Skills: Bluff +11, Concentration +12, Diplomacy +6, Escape Artist +12, Hide +16, Intimidate +11, Listen +10, Move Silently +16, Spot +10
Feats: Flyby Attack, Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed type)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium size)
Level Adjustment: +6

This green scaled creature resembles a gothic gargoyle the size of a human, with a draconic muzzle, leathery wings and powerful claws. Its long prehensile tail is tipped with a jade talon that drips with venom.

Green abishai are the stealthiest of their breed. They relish the ability to sneak into the camp of an enemy and spy, and they live for the gasp of an unsuspecting victim realizing, too late, their presence. Unlike most, they chafe under the pressure of leading other baatezu, and would rather work alone or in small groups.

A green abishai stands between 5 ½ and 6 feet tall and weighs 175 pounds.

Combat
Green abishai prefer ambushes and hit and run tactics. They strike a victim from hiding, then retreat until their poison begins to take effect, then return to finish off their foe with a series of full attacks. They use their spell-like abilities to split up enemies and create diversions, as well as a quick getaway in case of emergency.

Poison (Ex): The sting of a green abishai is loaded with an infernal venom that causes fatigue and extreme pain. Sting, Fortitude DC 16 negates, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Fortitude based.

Spell-like Abilities: At will- disguise self, greater teleport (self plus 50 lbs of equipment), major image (DC 15); 1/day- fear (DC 16), suggestion (DC 15). At the abishai’s desire, it can have any of its spell-like abilities work for its summoner (disguising or teleporting them, for example). The save DCs are Charisma based.

Summon Baatezu (Sp): Once per day, a green abishai can summon 2d6 lemures with a 50% chance of success or 1 green abishai with a 35% chance of success. This is the equivalent of a 3rd level spell.

Regeneration (Ex): Green abishai take normal damage from silvered weapons, good-aligned weapons, or good-aligned spells and effects.

Skills: A green abishai has a +4 racial bonus on all Hide and Move Silently checks.


Blue Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 7d8+28 (59 hp)
Initiative: +7
Speed: 30ft (6 squares), fly 50ft (average)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +7/+11
Attack: Sting +11 melee (1d8+4 plus 2d6 electricity)
Full Attack: Sting +11 melee (1d8+4 plus 2d6 electricity), 2 claws +9 melee (1d4+2) and bite +9 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Electricity, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good and silver, immunity to fire and poison, regeneration 3, resistance to acid 10 and cold 10, see in darkness, SR 19, telepathy 100ft
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 18, Dex 17, Con 18, Int 11, Wis 12, Cha 15
Skills: Bluff +12, Concentration +14, Diplomacy +6, Escape Artist +13, Hide +13, Intimidate +12, Listen +11, Move Silently +13, Spot +11
Feats: Flyby Attack, Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed types)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium)
Level Adjustment: +6

This blue scaled creature resembles a gothic gargoyle a head taller than a human, with a draconic muzzle, leathery wings and powerful claws. Its long prehensile tail is tipped with a yellow bone sting crackling with electricity.

Blue abishai are the most militaristic of their breed. Most blue abishai are fairly experienced, and they yearn to put this experience to the test in Blood War battles and military excursions onto Prime worlds. They love more than anything being summoned to aid armies on the Prime, using the opportunity to spread glorious war and corrupt as many mortals as possible before the mortal's deaths.

A blue abishai stands over 6 feet tall and weighs 200 pounds.

Combat
Blue abishai love combat, and approach it with pinpoint precision. They are rarely found without minions of some sort, and direct them to flank and aid each other while the abishai flits in and out of battle, striking where needed with its powerfully charged sting. They are the abishai most likely to use their summoning ability and the ones most likely to fight to the death (not that they do so willingly, of course).

Electricity (Su): Any creature struck by a blue abishai’s tail sting takes 2d6 points of electricity damage.

Spell-like Abilities: At will- disguise self, greater teleport (self plus 50 lbs of equipment), major image (DC 15); 1/day- fear (DC 16), suggestion (DC 15). At the abishai’s desire, it can have any of its spell-like abilities work for its summoner (disguising or teleporting them, for example). The save DCs are Charisma based.

Summon Baatezu (Sp): Once per day, a blue abishai can summon 2d8 lemures with a 50% chance of success or 1 blue abashai with a 40% chance of success. This is the equivalent of a 3rd level spell.

Regeneration (Ex): Blue abishai take normal damage from silvered weapons, good-aligned weapons, or good-aligned spells and effects.


Red Abishai
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)

Hit Dice: 8d8+32 (68 hp)
Initiative: +8
Speed: 30ft (6 squares), fly 50ft (average)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +8/+13
Attack: Tail sting +13 melee (1d8+5 plus 2d6 fire)
Full Attack: Tail sting +13 melee (1d8+5 plus 2d6 fire), 2 claws +11 melee (1d4+2) and bite +11 melee (1d6+2)
Space/Reach: 5ft/5ft (10ft with tail)
Special Attacks: Fire, spell-like abilities, summon baatezu
Special Qualities: Darkvision 60ft, DR 5/ good and silver, immune to fire and poison, regeneration 4, resistance to acid 10 and cold 10, see in darkness, SR 20, telepathy 100ft
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 20, Dex 18, Con 19, Int 12, Wis 14, Cha 16
Skills: Bluff +14, Concentration +15, Diplomacy +18, Escape Artist +15, Hide +15, Intimidate +14, Listen +13, Move Silently +15, Spot +13
Feats: Combat Reflexes (B), Flyby Attack, Improved Initiative, Multiattack
Environment: Nine Hells of Baator
Organization: Solitary, pair or wail (3-12 of mixed type)
Challenge Rating: 8
Treasure: Standard
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium), 17-24 HD (Large)
Level Adjustment: +6

This red scaled creature looks like a gothic gargoyle nearly as tall as an ogre, with a draconic muzzle, leathery wings and powerful claws. Its exceedingly long prehensile tail is tipped with an iron blade glowing crimson with heat.

Red abishai are the most treacherous of their breed. They are generally the eldest and most experienced of the abishai, and they have learned well the lessons of their lawful evil race. They can be found as lesser diplomats and bureaucrats in infernal society nearly as often as they are wardens or sergeants, and they use their gilded tongues to manipulate others into taking a fall or advancing their goals. Nothing makes a red abishai happier than to betray one of their own.

Combat
Red abishai place high value on their lives, and are likely to flee from serious confrontations. When faced with a lesser foe, however, red abishai relish fighting, using their spell-like abilities to full effect while subjecting opponents to a flurry of claws, bites, and burning stings.

Fire (Su): Any creature struck by a red abishai’s sting takes 2d6 points of fire damage and must make a Reflex save (DC 18) or catch on fire for 1d4 rounds. The save DC is Constitution based.

Spell-like Abilities: At will- disguise self, greater teleport (self plus 50 lbs of equipment), major image (DC 16); 1/day- fear (DC 17), suggestion (DC 16). At the abishai’s desire, it can have any of its spell-like abilities work for its summoner (disguising or teleporting them, for example). The save DCs are Charisma based.

Summon Baatezu (Sp): Once per day, a red abishai can summon 2d6 lemures with a 50% chance of success or 1 red abishai with a 35% chance of success. This is the equivalent of a 3rd level spell.

Regeneration (Ex): Red abishai take normal damage from silvered weapons, good-aligned weapons, or good-aligned spells and effects.

Demiurge out.

Edit: Every sinlge "abashai" to "abishai". Among other things.
 
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demiurge1138

Inventor of Super-Toast
The green, black and red abashai were in the 2e Monstrous Compendium, under baatezu. They were also in The Planescape MC1 and Monsters of Faerun, which added the white and blue varieties.

Demiurge out.
 


Krishnath

First Post
Looks good Demiurge, one question though. For how long does the fiends summoned by the Abishai remain?
 
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Shade

Monster Junkie
Isn't it spelled "abishai"?

For the summon ability, I'd assume it is the standard of 1 hour per the MM glossary.
 

BOZ

Creature Cataloguer
Frukathka said:
I'm not remembering these guys. Were they in the second edition MM?

i do believe they were. and before that, they were in the MC #8, Outer Planes appendix. before that, they could be found in the first edition Monster Manual II. :)
 

demiurge1138

Inventor of Super-Toast
Just noticed the MMII connection, and actually, the white and blue versions existed then, too. They must have gotten clipped out in 2e.

And yes, the summoned fiends remain for one hour, as is usual for the baatezu. And it is abishai (thought it looked off...). I'll fix that.

Demiurge out.
 


The Serge

First Post
The problem I always had with the abishai from 2ed was the comment about them giving powerful magic to wizards unprepared for it. Now, while this could have been handled in a role-playing fashion (a Duke of Hell gives powerful magic items to abishai assigned a quota of corrupting foolish wizards eager to use the items' powers), I always thought there should have been a gaming way this was handled. Thus, when Dicefreaks overhauled the abishai for The Gates of Hell, we came up with the squamugons and gave them special powers to tempt and corrupt wizards and sorcerers.

They're in Chapter Four if you're interested.
 

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