Abishai, White (CR 5)
Medium Outsider (Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: see in darkness, Listen +8, and Spot +8
Languages: Infernal, Common, telepathy 100 ft.
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8+8 (26 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 +4; Grapple +5
Attack: Tail +5 melee, 2 claws +3 melee, bite +3 melee
Full Attack: Tail +5 melee, 2 claws +3 melee, bite +3 melee
Damage: Tail 1d6+1 and sting (+1d6 cold), claw 1d4, bite 1d6
Special Attacks: Spell-like abilities, summon baatezu
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 12
Special Qualities: abishai qualities, regeneration 4, SR 11, Acid and cold resistance 10
Feats: Multiattack; Persuasive
Skills: Bluff +10, Concentration +9, Diplomacy +3, Disguise +8, Escape Artist +9, Intimidate +12, Listen +8, Search +7, and Spot +8
Advancement: 5-6 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, flight (2), or wail (3-12)
Treasure/Possessions: Standard
Source:
Monster Compendium: Monsters of Faerûn
Fiendish Codex II
Abishais are the torturers and wardens of the first two circles of Baator. They owe fealty to Tiamat, the queen of the chromatic dragons. Not coincidentally the five different colors of abishais have supernatural affinities with chromatic dragonkind.
They resemble gothic gargoyles, standing between 5 feet and 7 feet tall and weighing between 250 and 500 pounds. They have the wings of bats, vicious claws, snapping jaws and a prehensile tail that whips about the abishai's body constantly, ready to strike with a magic sting. Abishais' scales are somewhat duller than the scales of their five draconic counterparts.
Some human scholars believe that abishais move up the hierarchy of minor devils, starting as white abishai, becoming black, then green, blue, and finally red. These scholars are mistaken: Abishais have no more hope than the rest of Baator's inhabitants and glory in opportunities to rake their pain out on mortals.
Abishai speak Infernal and Common.
Combat
Abishai fly poorly, so they prefer to land on their prey and fight on the ground. If possible, they use their illusion and charm abilities to soften up opposition before combat begins in earnest.
Any hit from a white abishai's tail inflicts an additional 1d6 points of cold damage.
Abishai Qualities
All abishai share the following special attacks and special qualities.
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 4th-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 4 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.
IN THE REALMS
Gilgeam, the now-deceased god-king of Unther, cowed his worshipers by portraying Tiamat as an archfiend who would stop at nothing to destroy their land. Even so, many residents of Unther thought that any enemy of Gilgeam couldn't be all bad, so the cult of Tiamat grew in secret for centuries. During the Time of Troubles when all the deities were trapped on Faerûn's surface, Gilgeam succeeded in slaying Tiamat's avatar. His victory was short-lived: Tiamat's new avatar, a red dragon originally named Tchazarr, attacked Gilgeam and proved that god-kings can die. Gilgeam's death has increased the power of the cult of Tiamat in Unther. In the city of Unthalass, where the cult is strongest, Untherians have received Tiamat's "blessing" in the form of thirteen free-willed abishais of various colors who were marooned on the Material Plane during the Time of Troubles. The abishai prefer living in Unther to serving Tiamat in hell, and have established thirteen separate lairs in the Underdark near Unthalass. The abishais fear that Tiamat will eventually notice their absence, so they do not dare use their summoning ability They cooperate to some extent, but resentment from the lower types against the single red abishai ensures that they remain mostly solitary. Given their choice, they would spend their time terrorizing Unthalass's outlying areas but the high priest of the Tiamat cult is playing a dangerous game blackmailing the abishais into doing his bidding by telling them he will turn them over to Tiamat if they resist.