By Lênon Kramer
Abishai are common to the first and second layers of Baator. They look like gothic gargoyles, thin and reptilian, with long, prehensile tails and large wings. The three varieties of abishai have different skin colors – in ascending order of station, black, green, and red. All have a vinegary smell and rasping voices. The air seems to warm perceptibly in their presence.
Combat: In battle, the abishai strikes with two claws and its flexible poisoned tail.
Abishai can fly high into the air and dive at their enemies, striking with both claws.
Once per day they can attempt to gate in 2 to 12 lemures or 1 to 3 abishai.
Abishai are susceptible to holy water. They regenerate 1 hit point per round unless the damage is done by holy water or a holy magical weapon.
Habitat/Society: Abishai are voracious and evil. They delight in tormenting those few baatezu lower in station than themselves. Abishai tempt mortals bold enough to travel to Baator by using their change self and charm person abilities to impersonate more powerful baatezu.
Ecology: The abishai make up large, evil armies that fight the tanar’ri and intruders into Baator. In some cases, a red abishai may prove worthy enough to command a force of lemures. If successful, the red abishai may be promoted to a higher form of baatezu.
As part of their efforts to corrupt mortals, abishai like to bestow powerful magic on inexperienced wizards. Usually the low-level spellcaster cannot control these enormous energies, and chaos and destruction result.
|ST: 20||HP: 32||Speed: 8,25|
|DX: 17||Will: 21||Move: 9, Air Move 36|
|IQ: 12||Per: 21|
|HT: 16||FP: 16||SM: 0|
|Dodge: 13||Parry: 9||DR: 8|
Claws (19): 2d-1 impaling
Tail (22): 2d-1 impaling, plus 2d of poison damage.
Traits: Ally Group (2-12 lemures or 1-3 lesser abishai; Summonable; Minion; 14); Bully (10); Callous; Combat Reflexes; Damage Resistance 8 (Tough Skin); Damage Resistance 12 (Cold and corrosion only); Dark Vision (Color); Dependency (Mana; Constantly); Disturbing Voice; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dread (Holy Items); Fragile (Unnatural); Hidebound; High Pain Threshold; Immunity to Fire; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (No Blood; No Vitals); Paranoia; Long Talons; Magery 2; Magic Resistance 5 (Improved); Sadism (7); Temperature Tolerance 10; Unaging; Unfazeable; Vulnerability (Damage from Truly Good beings, x2).
Skills: Brawling-19; Diplomacy-17; Fast-talk-17; Hidden Lore (Demons)-16; Intimidation-20; Stealth-18.
Spells: Zombie-15; Perfect Illusion-18; Charm-16; Command-16; Terror-18; Suggestion-17; Dissimulate Allignment-17; Dessecrate-16.
Class: Devil, Baatezu.
Notes: Trully Evil. Lawful. Willing do Negotiate.