Planescape Monstrous Compendium Appendix I


Baatezu, Lesser – Abishai

Name

Black Abishai

Green Abishai

Red Abishai

Type

Outsider (Lawful, Evil)

Size

Large

Large

Medium

Hit Dice

4d8+8 (26)

5d8+10 (32)

6d8+18 (45)

Initiative

+1 (Dex)

+1 (Dex)

+3 (Dex)

Speed

20ft., fly 30ft. (average)

Armor Class

15 (+5N, +1D, -1S)

17 (+7N, +1D, -1S)

19 (+6N, +3D)

Attacks

2 Claws +5, tail +3

2 Claws +7, tail +5

2 Claws +10, tail +8

Damage

Claw 1d6+2, tail 1d6+3 and poison

Claw 1d6+3, tail 1d6+4 and poison

Claw 1d4+4, tail 1d4+5 and poison

Face / Reach

5ft by 5ft / 10ft

5ft by 5ft / 10ft

5ft by 5ft / 5ft

Sp. Attacks

Dive, spell-like abilities, gate

Sq. Qualities

DR 5 / [+1 or silver], SR17, regeneration 1, baatezu, outsider

DR 5 / [+1 or silver], SR17, regeneration 1, baatezu, outsider

DR 10 / [+1 or silver], SR 18, regeneration 2, baatezu, outsider

Saves

F+5

R+5

W+4

F+5

R+5

W+5

F+8

R+8

W+6

Abilities

Str 14

Dex 12

Con 13

Str 16

Dex 13

Con 13

Str 18

Dex 17

Con 17

Int 10

Wis 10

Cha 12

Int 10

Wis 12

Cha 14

Int 11

Wis 12

Cha 16

Skills

Bluff +8, Listen +6, Search +6, Sense Motive +7, Spot +6

Bluff +10, Listen +9, Search +8, Sense Motive +9, Spot +9

Bluff +12, Knowledge (any 1) +4, Listen +10, Search +9, Sense Motive +10, Spot +10

Feats

Multiattack, Fly-by Attack

 

Climate

Baator

Organization

Solitary, Pair, Patrol (3-6), Company (10-30), or Army (100-500)

Rating (CR)

5

5

6

Treasure

None

Alignment

Always Lawful Evil

Advancement

Only within Baatezu stations

 

 

· Poison (Ex): The tail of the abishai carry a lethal poison, every successful hit with the tail injects a dose of this poison into the victim’s body at the abishai’s will. The poison primary and secondary damage is 1d6 Constitution, with a save DC of 13, 14 and 16 respectively.

· Dive (Ex): Abishai can fly high into the air and dive at their enemies, striking with both claws. They attack at +2, and a hit does double claw damage.

· Spell-like Abilities (Sp): At will – Change Self, Command, Produce Flame, Pyrotechnics, and Scare.

· Gate (Su): Once per day any abishai can attempt to summon 2d6 lemures (60% chance) or 1d3 abishai (30% chance, same type or lower).

· Regeneration (Ex): Abishai regenerate all damage not delivered by holy water (which delivers 2d4hp damage per vial) or a holy magical weapon (not the same as a good weapon).

· Baatezu Qualities:

 

· Immunities: Fire & Poison.

· Resistances: Cold and Gas 20.

· Know Alignment (Su): Always active, as a caster with as many levels as HD.

· Planar Travel (Su): Baatezu can travel to any Lower plane, the Outlands, and the Astral Plane without restrictions.

· Spell-like abilities (Sp): Animate Dead, Charm Person, Major Image, Suggestion, and Greater Teleport.

· Telepathy (Su): Because of a special form of telepathy they can understand and converse with any intelligent creature.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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