Small Demon

Blue Abashai's page

4 posts. Alias of Gold Heron.


About Blue Abashai

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
CMB: +15/ CMD: 28
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.

Read more: http://www.enworld.org/forum/showthread.php?126236-The-Abishai#ixzz3tmuCOTf E