Abishai
Size/Type: Medium Spirit (Draconic, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+36 (75hp)
Initiative: +4
Speed: 30ft. Fly: 50ft. (Average)
Armor Class: 22 (+4 dex, +8 natural)
Base Attack/Grapple: +8/+13
Attack: Bite +13 (1d8+7) and 2 Claws +8 (1d6+5), See Below
Space/Reach: 5ft./5ft.
Special Attacks: Spell-Like Abilities (See Below)
Special Qualities: Immunity to Sleep, Poison, and Paralysis. +4 against Disease, SR18, DR5/Good or Chaotic
Saves: Fort +10 Reflex +10 Will +11
Abilities: Str 20 Dex 18 Con 18 Int 12 Wis 20 Cha 20
Skills:
Feats: Track,
Bat out of Hell,
Burst of Speed
Environment: Nine Hells of Baator (Avernus)
Organization: Solitary, Pair, or Flight (3-10)
Challenge Rating: 8
Treasure: Double Coins, Double Goods, Standard Items
Alignment: Always Lawful Evil
Advancement: 9HD (Large Size), 10HD (Dragonfear {as true dragon}) 11HD (Secondary breath weapon of Dragon Type, as Dragon age category that equals CR.)
Playable: Yes (Favored Classes: Conduit of the Lower Planes and Sorcerer[blue], Cleric [red], Rogue [Black], Druid [green], Fighter [white])
Though they are devils who dwell in the Nine Hells, Abishai are not part of the Baatezu race. Rather, they are fiends created to serve Tiamat, the Queen of Evil Dragons, born out of her non-dragon worshippers. They are imbued with a wide variety of abilities to suit her goals.
Breath Weapon (Su): Each abishai has a breath weapon that deals 1d6/CR damage in it's choice of a cone out to close range, a line out to double close range, or a 20ft. burst out to medium range (Save DC19). An abishai also deals an extra 1d6/3 CR (normally 2d6) damage of the same type as it's breath weapon with all melee attacks. In the green abishai's case, it deals 1 point of damage to a physical ability score of it's choice with each melee attack. Once used, a breath weapon cannot be used again for 1d4 rounds.
Champion of the Dragonqueen: As a Full-Round action, an Abishai may grant a willing, eligible, creature the
Draconic Creature template for 24 hours with a touch.
Spell-Like Abilities: At Will: Darkness, Detect Magic, Detect Good, Detect Chaos,
1/Minute: Command
Save DC 19
Red Abishai

Red Abishai are the priest caste, interpreting the Dark Queen's will. They have the [Fire] subtype.
Breath Weapon: A Red Abishai's breath weapon deals fire damage (reflex half).
Weapons: +3 Flaming Heavy Mace +16 (1d8+3d6[fire]+8)
Spell-Like Abilities: At Will: Flare, Burning Hands, Produce Flame,
1/Minute: Pyrotechnics,
1/Hour: Wall of Fire, Locate Creature, Locate Object
Spells: A red abishai casts spells as a Cleric 2 levels lower than it's HD with access to Tiamat's domains. If it takes a class that advances Cleric casting, then it still only gains 1 cleric level.
Typical Spells Prepared: 7/5/4/3
0: Cure Minor Wounds, Guidance (x2), Virtue, Mending, Read Magic, Resistance,
1: Cure Light Wounds, Inflict Light Wounds, Divine Favor, Shield of Faith, Entropic Shield,
2: Cure Moderate Wounds, Bulls Strength, Resist Energy, Spiritual Weapon
3: Cure Serious Wounds, Bestow Curse, Blindness/Deafness
Psi-Like Abilities: At Will: Control Flames
Blue Abishai

Blue Abishai serve as the spellcasters, masters of arcane magic. They have the [Air] subtype.
Breath Weapon: A Blue Abishai's breath weapon deals electricity damage (reflex half).
Weapon: +3 Shock Staff +16/+11 (1d6+3d6[elec]+8)
Immunities: A Blue Abishai is immune to electricity and the negative effects of wind and weather. It is not affected by sand storms nor is it's movement impeded by difficult terrain created by sand.
Spell-Like Abilities: At Will: Shocking Grasp, Electric Jolt, Major Image, 1/Minute: Lightning Bolt, Call Lightning Storm, Control Sand
Spells: A Blue Abishai casts spells as Sorcerer 2 levels lower than it's HD. If it takes a class that advances sorcerer spellcasting then it still only gains one spellcaster level per level.
Spells per Day: ?/8/7/5
Typical Spells Known: 8/6/5/4
0: Prestidigitation, Mending, Mage Hand, Dancing Lights, Resistance, Arcane Mark, Message, Read Magic
1: Alarm, Grease, Mage Armor, Hypnotism, Shield, Magic Missile,
2: Invisibility, Glitterdust, Mirror Image, Blindness/Deafness, Eagle's Splendor,
3: Fireball, Clairaudience/Clairvoyance, Suggestion, Sleet Storm,
Green Abishai
Green Abishai have the [Earth] subtype. They are masters of primal magic.
Breath Weapon: A Green Abishai breathes a poison that deals 1 point of damage every 2 rounds to each of a creatures physical ability scores, for 1 minute and causes them to become fatigued (fort negates).
Weapon: +3
Forest Scimitar +16 (1d6+5)
Immunities: A Green Abishai is immune to acid.
Nature Stride: A Green Abishai's movement is not hindered by natural plants in any way.
Spell-Like Abilities: At Will: Speak with Animals, 1/Minute: Plant Growth, Diminish Plants, Dominate Animal, Poison, 1/hour: Stinking Cloud
Spells: A Green Abishai casts spells as a Druid equal to it's HD. If it takes a class that advances druid spellcasting, it still only gains one spellcaster level per level.
Typical Spells Prepared: 7/6/4/4/3
0: Read Magic, Create Water (x2), Mending, Flare, Resistance, Guidance
1: Entangle (x2), Obscuring Mist, Cure Light Wounds, Produce Flame, Longstrider
2: Barkskin, Summon Swarm, Gust of Wind, Bear's Strength
3: Summon Nature's Ally III, Sleet Storm, Protection from Energy, Cure Moderate Wounds,
4: Summon Nature's Ally IV, Dispel Magic, Flame Strike,
Trackless Step: As a druid.
Black Abishai

Black Abishai have the [Water] subtype. They are the stealthy agents of Tiamat.
Breath Weapon: A Black Abishai's breath weapon deals acid damage (reflex half).
Perfect Two-Weapon Fighting: A Black Abishai suffers no penalty for fighting with two weapons.
Weapon: 2 +3 Acidic Shortswords +16/+11 (1d6+3d6[acid]+8)
Immunities: A Black Abishai is immune to Acid.
Spell-Like Abilities: At Will: Deeper Darkness, Blur, Acid Splash, 1/Minute: Acid Arrow, Orb of Acid, Major Image, 1/Hour: Invisibility (self only), Summon Swarm, Detect Thoughts, Charm Monster
Sneak Attack: An Black Abishai has 3d6 sneak attack dice.
Swim: A Black Abishai has a swim speed equal to it's land speed.
White Abishai

White Abishai are peerless, brutal, and cruel warriors. They have the [Cold] subtype.
Breath Weapon: A White Abishai's breath weapon deals cold damage (reflex half).
Weapon: +3 Frost Greatsword +18/+13 (2d6+3d6[cold]+14)
Bonus Feats: A White Abishai has 4 [Fighter] bonus feats. Typical Feats:
Weapon Focus, Combat Reflexes,
Attack on the Run,
Power Attack
Spell-Like Abilities: At Will: Ray of Frost, 1/Minute: Orb of Cold, Ice Storm, Freezing Sphere, 1/Hour: Widened Sleet Storm, Widened Wall of Ice,