Asabi Stingtail (CR 3)

Large Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft.


AC: 17 (-1 size, +2 leather, +6 natural), touch 9, flat-footed 17
Hit Dice: 7d8+14 (45 hp)
Fort +4, Ref +5, Will +1
Speed: 40 ft., burrow 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +13
Attack: 2 claws +8 melee, bite +6 melee, tail +6 melee
Full Attack: 2 claws +8 melee, bite +6 melee, tail +6 melee
Damage: 2 claw 1d6+2, bite 1d6+1, tail 1d4+1 plus poison
Special Attacks: Poison tail
Abilities: Str 15, Dex 11, Con 14, Int 6, Wis 9, Cha 8
Special Qualities: Immune to enchantment spells
Feats: Improved Initiative; Multiattack; Skill Focus (jump)
Skills: Hide +1, Jump +11, and Move Silently +3
Advancement: 8-12 HD (Large); 13-21 HD (Huge)
Climate/Terrain: Temperate desert
Organization: Gang (2-5), or tribe (6-48 asabis, 2-16 stingtails)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Asabis are desert-dwelling reptilian humanoids who are found as mercenaries or slaves in the service of evil creatures.

A normal asabi stands about 7 feet tall and has a 9-foot-long tail that stabilizes the creature when it stands upright. Asabis' thick. pebbly skin is brown or gray in hue, fading to dun or light green on the belly. They have yellow, egg-shaped eyes with horizontal slit pupils. Their limbs protrude from their sinuous bodies at odd angles, and they move with quick, awkward-looking gestures. Their heads swing from side to side atop thin necks. Their narrow skulls have sloping foreheads that end in protruding brows.

Stingtails are larger, stronger, and less intelligent asabis, standing 12 to 14 feet tall, with poison glands in their thick, prehensile tails.

Combat

Asabis are cunning and enjoy planning ambushes for their prey, whether they are hunting desert nomads for their own enjoyment or engaged in warfare at a master's behest. Their favorite tactic is to hide themselves under the sand, listening for the approach of foes and rising up to attack with surprise.

Poison Tail (Ex): Those hit by a stingtail's tail slap must succeed at a Fortitude save (DC 15) or come into contact with a spray of liquid poison that has an onset time of 1 minute. The initial damage is 2d6 points of damage and the secondary damage is 1d4 points of temporary Constitution damage. In addition, those who fail the Fortitude save must succeed at a will save (DC 15) or act as if under the influence of a confusion spell for their next two actions. The stingtail can spray its poison six times per day.

Immune to Enchantment Spells (Su): Stingtails are immune to all spells of the Enchantment school.

Skills: All asabis are especially good jumpers. Their maximum distance is 20 feet for a standing jump and 15 feet for a standing high jump.

ASABI SOCIETY

Left to themselves, asabis live in tribes under the rule of a council of elders and a warleader. They may ally themselves with other evil creatures for mutual gain, or even adopt such beings into their tribe.

IN THE REALMS

The most notable involvement of asabis in the history of the Realms occurred in the Year of the Turret (1360 DR), when the Harper ranger Lander entered Anauroch to prevent an army roused by the Zhentarim, which included a number of asabi mercenaries, from dominating the Bedine tribes and seizing control of trade across the desert. With the help of a Bedine witch named Ruha, Lander rallied the Bedine tribes to destroy the Zhentarim army. A number of asabis were enslaved by the phaerimms under Anauroch. When the archmages of Shade destroyed their masters, most of the asabis escaped, and they continue to hire themselves out as mercenaries or serve other masters - such as illithids and beholders - as mindless slaves.

"Asabi" is the Bedine name for this race. The Common tongue names them "laerti," a word with its origins in the forgotten lore of Netheril.