Encounters: The Upperdark Wilds (Underground, Frontier)
Abishai, Black (CR 5)
Medium Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always Lawful Evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +9, and Spot +9
Languages: Infernal, Common, telepathy 100 ft.
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 5d8+10 (32 hp); DR: DR 5/good
Fort +6, Ref +6, Will +5
Speed: 30 ft., fly 40 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +7
Attack: Tail +7 melee, 2 claws +5 melee, bite +5 melee
Full Attack: Tail +7 melee, 2 claws +5 melee, bite +5 melee
Damage: Tail 1d6+2 and sting (+2d4 acid plus +1d4 acid the following round), claw 1d4+1, bite 1d6+1
Special Attacks: Spell-like abilities, summon baatezu,
Abilities: Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 13
Special Qualities: abishai qualities, regeneration 5, SR 12; Resistance to acid 10 and cold 10
Feats: Improved Initiative; Multiattack
Skills: Bluff +9, Concentration +10, Diplomacy +3, Disguise +9, Escape Artist +10, Intimidate +11, Listen +9, Search +8, and Spot +9
Advancement: 6-7 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, flight (2), or wail (3-12)
Treasure: Standard
Source: Monster Compendium: Monsters of Faerûn
Spell-Like Abilities (Sp): At will: animate dead, change self, charm person, command, desecrate, detect alignment, major image, suggestion, and scare. These powers function as the spells of the same name cast by a 5th-level sorcerer.
Summon Baatezu (Sp): Once per day an abishai can attempt to summon 2d6 lemures with a 50% chance of success, or another abishai of a random color with a 20% chance of success.
Immunities (Ex): Abishais are immune to fire and poison.
Resistances (Ex): Abishais have cold and acid resistance 20.
Regeneration (Ex): Holy water, holy weapons, and blessed weapons inflict lethal damage on an abishai. All other damage regenerates at the rate of 5 points per round.
See in Darkness (Su): Abishais can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Abishais can communicate telepathically with any creature within 100 feet that has a language.
Vulnerability to Holy Water (Ex): Abishais take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.