Creating an Abishai 5e D&D

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Ocule
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Creating an Abishai 5e D&D

That is such a fun name to say, Abishai. I am working on converting them over to 5th edition and trying to decide should i stat them out as i would a race or as a monster. Im thinking right now the later but what challenge rating would they be? Or rather what level party should they be challenges for?

http://www.padnd.com/monster_manual/mm00012.php

Im not intimately familiar with 2nd edition so im not sure what these relative strengths would convert to. Was thinking a red abishai would convert to like 5th or 6th level CR. Green being like 2nd or 3rd? I have a copy of the DMG so i have some guidelines on how to assemble their stats once i have an idea of how strong these guys should be.

Wicke
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When I get a chance, I'll

When I get a chance, I'll take a look at their 2E entry and see if I can make any suggestions. Off the top though, I'd say your first impression is right. Monster, rather than a race.

Ocule
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What do you think of this?

What do you think of this? Turns out black abishai were worth the same amount of exp as a barbezu so i looked up the bearded devil in the monster manual as CR 3 so it was my platform for it but essentially modified to have flight, large size and whatnot. This is the weakest of the Abishai just need to space out green and red abishai and what makes them unique besides just being different colors and a higher CR. I was debating on the poison effect if just simply "Poisoned" was sufficient for the effect or if it should be a damage dealing ability. Seeing as how it has dive attack already and 3 attacks per round it should probably be a debuff rather than even more damage.

Black Abishai
Large Fiend (devil), Lawful Evil
Armor Class: 13
Hit Points: (8d10+16) 64
Speed: 30 Ft. (60 ft while flying)

Ability Scores: Str: 16 (+3), Dex: 15 (+2), Con: 15 (+2), Int: 9(-1), Wis: 11 (0), Cha 11 (0)

Saving Throws: Str +5, Con +4, Wis +2
Immunity: Fire and Poison
Resistances: cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Condition Immunity: Poisoned
Senses: Darkvision 120 Ft, Passive Perception 10
Languages: Infernal, Telepathy 120 ft.
Challenge Rating: 3

Devil's Sight: Magical Darkness doesn't impede the devil's darkvision
Magical Resistance: The devil has advantage on all saving throws against spells or other magical effects
Dive Attack: If the Abishai is flying and dives at least 30 feet straight forward towards a target and hits it with a melee weapon attack, the attack deals an additional 9 (2d8) damage to the target.

Multiattack: The Abishai makes three attacks, two with its claws and one with its tail
Claws: Melee weapon attack: +5 to hit, reach 10 ft. one target
Hit: 8 (2d4+3) Slashing Damage
Tail: Melee Weapon Attack: +5 to hit, reach 10 feet, one creature
Hit: 7 (1d8+2) Piercing Damage plus a DC 13 constitution save versus poison or be poisoned for 1 minute. The target may repeat the save at the end of each of their turns.

strerd
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Joined: 2010-12-23 01:08
My conversions

Been slowly converting PS monsters on my own. Here are my Abishai results

Black Abishai
Large fiend (baatezu), lawful evil
Armor Class 16 (natural armor)
Hit Points 48 (8d8+16 HD)
Speed 30 ft., Fly 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 10 (+0) 10 (+0) 12 (+1)
Saving Throws STR +4, CON +4
Senses darkvision 120 ft., passive Perception 12
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Vulnerabilities holy water
Damage Immunities fire, poison
Condition Immunities poisoned
Languages Common, Infernal, telepathy 120 ft.
Challenge 3 (700 XP)

Special
Devil's Sight. Magical darkness doesn't impede the abishai’s
darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Swift flight. Abishai attacking on the wing do not grant opportunity attacks as they move away from their targets.

Innate spellcasting. The abishai can cast gate (1/day; 2d6 lemures or 1d3 abishai)

ACTIONS
Multiattack. Abishai may make 2 claw and 1 tail attack each round.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Tail. Melee weapon attack: +6 to hit, reach 10ft., one target.
Hit: 10 (1d8 + 6) bludgeoning damage.

strerd
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Joined: 2010-12-23 01:08
Green

Green Abishai
Large fiend (baatezu), lawful evil
Armor Class 17 (natural armor)
Hit Points 54 (9d8+18 HD)
Speed 30 ft., Fly 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 18 (+4) 11 (+0) 11 (+0) 12 (+1)
Saving Throws STR +5, CON +5
Senses darkvision 120 ft., passive Perception 13
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Vulnerabilities holy water
Damage Immunities fire, poison
Condition Immunities poisoned
Languages Common, Infernal, telepathy 120 ft.
Challenge 4 (1,100 XP)

Special
Devil's Sight. Magical darkness doesn't impede the abishai’s
darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Swift flight. Abishai attacking on the wing to not grant opportunity attacks as they move away from their targets.

Innate spellcasting. The abishai can cast gate (1/day; 2d6 lemures or 1d3 abishai)

ACTIONS
Multiattack. Abishai may make 2 claw and 1 tail attack each round.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4+3) piercing damage.

Tail. Melee weapon attack: +7 to hit, reach 10ft., one target.
Hit: 10 (1d8 + 6) bludgeoning damage.

strerd
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Joined: 2010-12-23 01:08
Red

Red Abishai
Large fiend (baatezu), lawful evil
Armor Class 18(natural armor)
Hit Points 84 (10d8+40 HD)
Speed 30 ft., Fly 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 19 (+4) 12 (+1) 12 (+1) 13 (+1)
Saving Throws STR +6, CON +6
Senses darkvision 120 ft., passive Perception 14
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Vulnerabilities holy water
Damage Immunities fire, poison
Condition Immunities poisoned
Languages Common, Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)

Special
Devil's Sight. Magical darkness doesn't impede the abishai’s
darkvision.

Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.

Swift flight. Abishai attacking on the wing to not grant opportunity attacks as they move away from their targets.

Innate spellcasting. The abishai can cast gate (1/day; 3d4 lemures or 1d4 abishai)

ACTIONS
Multiattack. Abishai may make 2 claw and 1 tail attack each round.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Tail. Melee weapon attack: +7 to hit, reach 10ft., one target.
Hit: 11 (1d8 + 7) bludgeoning damage.

strerd
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Heartening

I'm glad that Ocule and I came up with very similar numbers. It gives me faith that I'm on the right track with what I've been doing. (certainly two people couldn't be way off base...)

Ocule
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Joined: 2014-01-27 16:51
Thanks and yeah nice to see

Thanks and yeah nice to see im not the only one going through the trouble. I was thinking about 3 6 and 9 for crs for the abishai. I couldnt not give them poison on their tails will give them their spells back for sure though.

strerd
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CR

I calculated CR based on 2E hit dice. They were all close. I may revise mine to add poison as well, but I thought gating in friends might make them OP.

Ocule
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I think thats why most of

I think thats why most of them had percent chances it was available to them. It wasnt always guarenteed. Not sure about gate but a summon sure, probably will give that to the red abishai