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| #1OculeDec 13, 2014 13:39:48 | So I decided to update this post as a service to those who require it and looking for feedback obviously on ways to improve it this has not been tested yet in game but it was created using the guidelines in the dungeon master's guide. I compared the experience given for Abishai with one of equal value ended up being the Barbezu devil which in the monster manual is CR3 so i have a platform now. Up first the Abishai!
Black Abishai ****************************************************************************************************
This is the original stat block from 2e. http://www.padnd.com/monster_manual/mm00012.php |
| #2Akodo_AkiraDec 17, 2014 18:01:50 | Pretty cool. I always liked Abishai. Seems a bit hefty for CR 3 though. I might drop Spell Resistance or bump the CR a bit to 4. |
| #3EatDrinkPlayJun 21, 2015 22:46:01 | Farastu Gehreleth Senses darkvision 120 ft, passive perception 12, A on WIS(perception) checks based on hearing and smell AC 15 (natural armor) hp 100 (11d8+44) Saves DEX +5, CON +7, WIS +2, A vs illusions Damage Immunities acid, poison Condition Immunities poisoned, frightened Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons Vulnerabilities universal solvent instantly destroys a farastu OFFENSE Speed 50 ft Melee Bite: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. Claws: +6 to hit, reach 5 ft ., one target. Hit: (2d4 + 3) slashing damage. Special Attacks Multiattack. The farastu makes three attacks: one with its bite and two with its claws. Battle Frenzy When a farastu hits 0 hps, it is instead at 1 hp. Until it is killed, it gains unlimited opportunity attacks and makes all attacks at an Advantage. Adhesive When attacking with a weapon, the attacker must make a STR save (DC 15) or have their weapon be stuck to the farastu. When attacking with a natural weapon, the attacker is RESTRAINED until he succeeds on a STR save. Spells Known Once per day spells: detect evil and good, detect magic, counterspell, and fog cloud STATISTICS Str 17 Dex 15 Con 18 Int 7 Wis 8 Cha 6 Skills perception +2 Languages ‘Leth SPECIAL ABILITIES Magic Resistance. The farastu has advantage on saving throws against spells and other magical effects while in Carceri. Keen Hearing and Smell. The farastu has advantage on Wisdom (Perception) checks that rely on hearing or smell. |
| #4EatDrinkPlayJun 21, 2015 22:47:29 | Vaath large magical beast Senses darkvision 120ft., passive Perception 10 AC 18 (natural) hp 93 (11d10+33) Condition Immunities frightened Damage Resistance poison OFFENSE Speed 40 ft Melee Claw: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage. Bite: +8 to hit, reach 5 ft. , one target. Hit: (2d8 + 5) piercing damage plus poison. Special Attacks Multiattack. The vaath makes three attacks: two with its claws and one with its bite. Poison Bite: A victim bitten must make a CON save DC 14 or be Burrowing Tendril: Preferably when the victim is immobilized, the vaath will burrow into the victim’s head. Each round, the vaath inflicts 1d4+5 damage. If the victim is conscious, they get a STR save DC 16 to pull away every round. At the end of the round, the victim must make a CON save DC 14 or die having severed the neck from the victim’s head. STATISTICS Str 13 Dex 20 Con 16 Int 8 Wis 12 Cha 10 Languages vaath |