SpuneDagr
Explorer
Over the last couple months, I've been piecing together and altering a collection of demons, devils, etc.
I find some of the official conversions unsatisfying.
These guys have all the classic powers and resistances (many of which are different from what the official stats are).
ABISHAI, BLACK
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Tail +5 melee (1d6+1 plus sting)
Full Attack: Tail +5 melee (1d6+1 plus sting), 2 claws +3 melee (1d4), and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, sting, summon baatezu
Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., fast healing 4, immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 11, telepathy 100 ft., vulnerability to holy water
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Concentration +9, Disguise +8, Escape Artist +9, Intimidate +8, Listen +8, Search +7, Spot +8
Feats: Improved Initiative, Multiattack
Environment: Baator
Organization: Solitary, flight (2), or wail (3-12)
CR: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-6 HD (Medium)
An abishai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—alter self, command (DC 12), produce flame, pyrotechnics (DC 13), and scare (DC 13). Caster level 4th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm person (DC 12), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 14), and suggestion (DC 14). Caster level 4th. The save DCs are Charisma-based.
Sting (Ex): Any hit from a black abishai’s tail inflicts an additional 2d4 points of acid damage, followed by an additional 1d4 points of damage the subsequent round.
Vulnerability to Holy Water (Ex): Abishai take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.
Summon Baatezu (Sp): Once per day, an abishai can attempt to summon 2d6 lemures with a 60% chance of success, or another abishai of a random color with a 30% chance. This ability is equivalent to a 3rd-level spell.
I find some of the official conversions unsatisfying.
These guys have all the classic powers and resistances (many of which are different from what the official stats are).
ABISHAI, BLACK
Medium Outsider (Baatezu, Evil, Lawful)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Tail +5 melee (1d6+1 plus sting)
Full Attack: Tail +5 melee (1d6+1 plus sting), 2 claws +3 melee (1d4), and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, sting, summon baatezu
Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., fast healing 4, immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 11, telepathy 100 ft., vulnerability to holy water
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 12
Skills: Bluff +8, Concentration +9, Disguise +8, Escape Artist +9, Intimidate +8, Listen +8, Search +7, Spot +8
Feats: Improved Initiative, Multiattack
Environment: Baator
Organization: Solitary, flight (2), or wail (3-12)
CR: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5-6 HD (Medium)
An abishai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—alter self, command (DC 12), produce flame, pyrotechnics (DC 13), and scare (DC 13). Caster level 4th. The save DCs are Charisma-based.
Racial Spell-Like Abilities: At will—animate dead, charm person (DC 12), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 14), and suggestion (DC 14). Caster level 4th. The save DCs are Charisma-based.
Sting (Ex): Any hit from a black abishai’s tail inflicts an additional 2d4 points of acid damage, followed by an additional 1d4 points of damage the subsequent round.
Vulnerability to Holy Water (Ex): Abishai take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.
Summon Baatezu (Sp): Once per day, an abishai can attempt to summon 2d6 lemures with a 60% chance of success, or another abishai of a random color with a 30% chance. This ability is equivalent to a 3rd-level spell.