Homebrew Abishai Species Details

As an agent of Tiamat, an abishai's primary function is to represent the interests of Tiamat across the multiverse. Sometimes they are simply tasked with sending a message to a cultist group while other times they are sent out as leaders, assassins, and soldiers. Regardless of the task at hand, abishais are fanatically loyal to Tiamat, and will lay down their lives if need be.

Abishai Traits

The blessing of Tiamat provides you with the following gifts:

Languages

Due to your rebirth as a servant of Tiamat, you can speak, read, and write Common, Draconic, and Infernal. You also have the ability to telepathically communicate with creatures up to 120ft. away.

Age

Abishais are immortal in the sense that they cannot die of old age, but if they endure too many wounds, they can die permanently.

Size

Abishais typically are between 4ft. - 8ft. in height and weigh in between 250lbs. - 500lbs. Your size is Medium.

Speed

Your base walking speed is 30 feet and your base flying speed is 40 feet.

Magic Resistance

The nature of your existence makes you more resistant to various magical effects. You gain advantage on saving throws against spells and other magical effects for an ability score of your choice.

Devil's Sight

You have 120ft. of darkvision that can't be impeded by magical darkness.

Fiendish Scales

Your scales allow you to withstand tougher blows than normal. Your armor class increases by 2 and you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Fiend (Devil)

You are classified as a fiend.

Abishai, Black

Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets.

Creeping Darkness

Your ability to weave shadows allows you to have access to the darkness spell for no cost.

Shadow Stealth

While in dim light or darkness, you can take the hide action as a free action.

Abishai, Blue

Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies.

Additional Power

You can choose between having the teleport ability as a bonus action or the lightning strike attack action.

Teleport:

You can teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space that you can see as a bonus action. You can do this once per short rest. This increases to twice per short rest at level 5 and three times per short rest at level 10.

Lightning Strike:

You are able to cast a powerful lightning strike at a target. It functions as a ranged spell attack and the to hit equals your Intelligence modifier plus your proficiency bonus. It deals 2d6 + your intelligence modifier lightning damage, has a range of 30ft, and can be used once per long rest. This ability improves as you level up:

Level 5: +1 additional use per long rest (2 total)

Level 6: damage die increases to 3d6

Level 8: range increases to 60ft

Level 10: +1 additional use per long rest (3 total)

Level 11: damage die increases to 4d6

Level 16: range increases to 120ft, damage die increases to 5d6

Level 20: damage die increases to 8d8

Innate Spellcasting

You gain access to the disguise self, mage hand, minor illusion, charm person, dispel magic, greater invisibility, and wall of force spells. Disguise self, mage hand, and minor illusion can be cast at will.

Abishai, Green

Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents.

Innate Spellcasting

You gain access to the alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, and mass suggestion spells. Alter self and major image can be cast at will.

Abishai, Red

Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight.

Incite Fanaticism

You choose up to four other creatures within 60 feet of yourself that can see you. Until the start of your next turn, each of those creatures makes attack rolls with advantage and can’t be frightened. You can do this once per long rest. This increases to twice per long rest at level 5, three times per long rest at level 10, and four times per long rest at level 15. You gain unlimited uses of this ability if you reach level 20.

Power of the Dragon Queen

You can target one Dragon you can see within 120 feet of yourself. The Dragon must make a Charisma saving throw with a DC equal to your spell save DC (the DC is 8 if you do not have a spell save DC). A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to your Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by you for 1 hour. While charmed in this way, the target regards you as a trusted friend to be heeded and protected. This effect ends if you or your companions deal damage to the target.

Fire Protection

You are immune to fire damage.

Abishai, White

White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.

Reckless

At the start of your turn, as a free action, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn.

Vicious Reprisal

As a reaction, in response to taking damage, you can attack any creature within 5 feet of yourself. If no creature is within reach, you can move up to half your speed toward an enemy you can see, without provoking opportunity attacks. If you are within 5 feet of a creature at the end of this movement, you may attack it.

Bite

You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Your to hit is your Strength bonus plus your proficiency bonus. You may choose to use Dexterity to hit and as a damage modifier with this attack instead.

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