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Abaasy, Dreadrider of the Abyss

Grotesque riders of the Abyss, born of pain, chaos, and malice.

Appearance.
Abaasy are towering fiendish abominations standing 9 to 12 feet tall, marked by grotesque asymmetry: a single glaring eye, one enormous clawed arm, and a lone sinewy leg twisted beneath a hunched, malformed torso. Their flesh is a repulsive patchwork of rotted skin, exposed sinew, and jagged chitinous plating, adorned with rusted iron piercings and bone ornaments. From their wide, lipless maws seeps black, sulfurous smoke that carries their cacophonous voice—a chorus of whispers, screams, and howls in forgotten tongues.

Behaviour.
Brutal and erratic, Abaasy operate with a cruel intelligence masked by their monstrous rage. They stalk battlefields and soul-scarred lands like cursed knights, issuing decrees of doom before descending into frenzied slaughter. They prefer to dominate lesser fiends and mortals alike through fear, but when denied submission, they revel in tearing obedience from flesh.

Habitat.
Native to the deepest trenches of the Abyss, Abaasy roam broken war-realms, corpse-laden canyons, and acid-choked wastes where the planes warp and bleed. Some are bound in service to demon lords, while others wander freely, riding grotesque draconic mounts sewn from damned souls and abyssal flesh.

Modus Operandi.
An Abaasy always begins with fear. They stalk from the mist, whispering fragmented nightmares into the minds of prey. Once their presence is known, they charge with terrifying speed despite their lopsided form, using raw power and cruel tactics—dragging victims away, rending with their massive claw, or calling upon their mount’s breath to scatter resistance.

Motivation.
They exist to unravel order, topple pride, and extinguish hope. Each Abaasy is driven by an eternal, burning hatred for symmetry, beauty, and purity. They delight in unmaking, not only the body but the spirit—corrupting the brave and breaking the willful until all that remains is agony and ash.

  • Abaasy 5e
  • Stitched Slaughterdrake 5e
  • Abaasy 3.5

Large Fiend (Demon), Chaotic Evil


Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft., climb 30 ft.


STRDEXCONINTWISCHA
22 (+6)16 (+3)21 (+5)14 (+2)18 (+4)17 (+3)

Saving Throws Con +10, Wis +9, Cha +8
Skills Insight +9, Intimidation +8, Perception +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., darkvision 120 ft., passive Perception 19
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5


Innate Spellcasting (Fiendish Nature).

The Abaasy’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, cause fear, inflict wounds (5th level)
  • 3/day each: phantasmal killer, blight, dominate person
  • 1/day each: plane shift (self only), feeblemind

Aura of Madness.

At the start of each creature’s turn within 30 feet of the Abaasy, that creature must succeed on a DC 17 Wisdom saving throw or suffer short-term madness (see Dungeon Master’s Guide, pg. 259) until the start of its next turn. On a successful save, the creature is immune to this effect for 24 hours.


One-Eyed Stare (Recharge 5–6).

The Abaasy targets one creature it can see within 60 feet. The target must make a DC 17 Charisma saving throw or become paralyzed for 1 minute as it is overwhelmed with visions of the Lower World. While paralyzed, the target takes 3d6 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Legendary Resistance (3/Day).

If the Abaasy fails a saving throw, it can choose to succeed instead.


Actions

Multiattack.

The Abaasy makes two attacks: one with its Soul-Rending Claw and one with its Balefire Breath (if available).


Soul-Rending Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 19 (3d8 + 6) slashing damage plus 14 (4d6) psychic damage. The target must succeed on a DC 16 Constitution saving throw or be cursed for 1 minute. While cursed, the target can’t regain hit points. The target may repeat the saving throw at the end of each of its turns.


Balefire Breath (Recharge 5–6).

The Abaasy exhales necrotic green flame in a 30-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire and necrotic damage on a failed save, or half as much on a success. This fire burns souls and does not ignite objects.


Devour Sanity (1/Day).

The Abaasy targets one creature it can touch that is grappled, incapacitated, paralyzed, or unconscious. The target must make a DC 18 Intelligence saving throw. On a failed save, the target takes 55 (10d10) psychic damage and its Intelligence score is reduced by 1d4. The target dies if its Intelligence is reduced to 0. Intelligence lost this way is restored only by greater restoration or wish.


Reactions

Warp Perception (Recharge 6).

When a creature the Abaasy can see targets it with an attack, the Abaasy can twist the creature’s vision. The attacker must succeed on a DC 16 Wisdom saving throw or the attack is made with disadvantage and deals only half damage on a hit.


Legendary Actions

The Abaasy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Whisper of the Depths. The Abaasy targets one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
  • Psychic Pulse. Each creature of the Abaasy’s choice within 10 feet must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and lose concentration on any spell it is maintaining.
  • Baleful Glare (Costs 2 Actions). The Abaasy locks eyes with one creature it can see within 60 feet. That creature must succeed on a DC 17 Wisdom saving throw or be blinded and deafened until the end of its next turn.

Tactics

The Abaasy is a psychological predator that delights in breaking minds before bodies. It leads with Aura of Madness and spells like phantasmal killer or cause fear to scatter opponents. It reserves Balefire Breath for clustered enemies and picks off vulnerable targets using Devour Sanity. It avoids direct conflict with high-damage enemies, using dominate person or warp perception to control the battlefield. If overmatched, it escapes with plane shift, vowing to return in dreams or disease.

Huge Fiend (Mount), Chaotic Evil

An enormous, two-headed abyssal war-beast bred from fused demonic drakes, the Huge Stitched Slaughterdrake serves as a terrifying steed for powerful fiendish warlords. Its massive form crushes enemies beneath its claws and bites, while its virulent breath spreads necrotic plague across the battlefield.


Armor Class 18 (infernal scaly hide)
Hit Points 225 (18d12 + 108)
Speed 50 ft., climb 40 ft.


STRDEXCONINTWISCHA
24 (+7)14 (+2)23 (+6)6 (−2)14 (+2)8 (−1)

Saving Throws Dex +6, Con +11, Wis +6
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., tremorsense 30 ft., passive Perception 12
Languages understands Abyssal and Infernal but can’t speak
Challenge 12 (8,400 XP)
Proficiency Bonus +5


Fiendish Resilience.

The slaughterdrake does not require air, food, drink, or sleep. It is immune to any spell or effect that would alter its form or forcibly move it.


Soulbound Steed.

When mounted by an Abaasy or other chaotic evil fiend, the slaughterdrake gains the following benefits:

  • It can take legendary actions and reactions while being ridden.
  • It gains advantage on all saving throws while its rider is conscious.
  • When the rider casts a spell with a range of self, the spell can also affect the mount.

Dual Minds.

The slaughterdrake has two independently thinking heads. It has advantage on saving throws against being blinded, charmed, deafened, frightened, or stunned. It cannot be flanked.


Actions

Multiattack.

The slaughterdrake makes three Bite attacks, one with each head and one with its tail slam. If two or more attacks hit the same target, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.


Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.

Hit: 22 (3d10 + 7) piercing damage plus 11 (2d10) necrotic damage.


Plaguebreath (Recharge 5–6).

The slaughterdrake exhales a cloud of rotting black bile in a 40-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much on a success. Creatures that fail the save are also blinded until the end of their next turn.


Trampling Charge.

If the slaughterdrake moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the slaughterdrake can make one Claw attack against it as a bonus action.


Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one prone or restrained creature.

Hit: 19 (3d8 + 7) slashing damage.


Tail Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.

Hit: 21 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Reactions

Protect the Rider.

When a creature within 5 feet of the slaughterdrake targets its rider with an attack, the slaughterdrake can impose disadvantage on the attack roll if it can see the attacker.


Legendary Actions

The Huge Stitched Slaughterdrake can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Tail Slam.
    The slaughterdrake makes a Tail Slam attack.
  • Fiendish Snarl.
    Each creature of the slaughterdrake’s choice within 15 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the end of their next turn.
  • Call of the Rider (Costs 2 Actions).
    If its bonded rider has taken damage since the end of the slaughterdrake’s last turn, the slaughterdrake may move up to its full speed toward the rider without provoking opportunity attacks.
By Unknownshadowofabyss - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=115031786, Abaasy
By Unknownshadowofabyss – Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=115031786

You come upon a gang of large, humanoid creatures. In the dim underground light you cannot distinguish all of their features, but their hair appears to be made of whiptails and their sharp fangs shine with a metallic glint in the darkness. Each of the creatures has only one blank, pale eye, which shines as a frozen lake. They immediately charge you, hungrily roaring and brandishing vicious iron lashes.

Monster Encyclopaedia II: The Dark Bestiary
Author J. C. Alvarez
Series Monster Encyclopaedia
Publisher Mongoose Publishing
Publish date 2005

Abaasy are horrid ogre-like monsters that stalk underground tunnels in search of prey, preferably live humanoids. Their long hair, nails and teeth are made of an iron-like substance, which suggests they may be related to earth elementals. They always tie their manes in seven whip-like braids, imitating the iron-shod lashes they use as weapons. However, their most distinguishing feature is their pupilless, pale eyes, which shine with a gloomy blue light.

Abaasy speak their own dialect of Giant. A few of the more intelligent ones also speak Common.

Abaasy
Large Giant (Earth)
Hit Dice11d8+44 (93 hp)
Initiative+2
Speed40 ft. (8 squares), burrow 5 ft.
AC19 (–1 size, +2 Dexterity, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple+8/+19
AttackIron lash +15 melee (1d6+7) or slam +14 melee (1d8+7)
Full AttackIron lash +15/+10 melee (1d6+7) and slam +9 melee (1d8+3) and bite +9 melee (1d4+3)
Space/Reach10 ft. /10 ft. (20 ft. with iron lash)
Special AttacksFreezing gaze, iron attacks, iron lash
Special QualitiesDarkvision 60 ft., damage reduction 5/adamantine, Low-Light Vision
SavesFort +11, Ref +5, Will +1
AbilitiesStrength 24, Dexterity 15, Constitution 19, Intelligence 7, Wisdom 7, Charisma 11
SkillsCraft (weaponsmithing) +3, Hide +2*, Intimidate +8, Listen +2, Move Silently +6, Spot +4
FeatsAlertness, Blind-FightB, Skill Focus (Craft (weaponsmithing)), Stealthy, Weapon Focus (iron lash)
EnvironmentAny underground
OrganisationSolitary or Gang (2-7)
Challenge Rating7
TreasureStandard
AlignmentUsually chaotic evil
Advancement12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment+4

Combat

Abaasy are brutal bullies, always attempting to overpower their victims via intimidation and sheer size. When forced to engage in melee combat, Abaasy prefer to use their iron lashes to punish their prey from a distance, before closing in to attack with bite and fists.

Freezing Gaze (Su): As a move action, an Abaasy may attempt a special Intimidate check against any intelligent creature looking directly at its glowing eyes. The target is entitled to a Will saving throw (DC equal to the abaasy’s Intimidate check result). If the save fails, the target is stunned for 1 round. A victim that succeeds at this save cannot be affected by that specific abaasy’s freezing gaze attack for the next 24 hours.

Iron Attacks (Ex): The iron-shod claws and teeth of an abaasy allow it to penetrate natural defences easily. All of an abaasy’s natural attacks count as cold iron for purposes of bypassing damage reduction.

Iron Lash: Abaasy wield special iron lashes crafted by themselves. An abaasy’s iron lash deals 1d6 lethal damage with a successful hit and has a hardness of 10 and 30 hit points. It is treated as a melee weapon with a 20 foot reach, though it can be used against foes anywhere within this reach, including adjacent foes. Abaasy can make can make trip attacks with an iron lash; if an abaasy is tripped during its own trip attempt, it can drop the iron lash to avoid being tripped. When using an iron lash, an abaasy gets a +4 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).

Skills: An abaasy gains a +4 racial bonus on all Intimidate and Spot checks.

Abaasy as Characters

Abaasy characters possess the following racial traits.

* Ability modifiers: +14 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Wisdom.

* Large size. As Large creatures, abaasy receive the following modifiers: –1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Space/Reach: 10 feet/10 feet.
* An abaasy’s base land speed is 40 feet.
* Burrowing: they can use their iron claws for burrowing through the earth. Base burrowing speed: 5 feet.
* Low-Light Vision.
* Darkvision out to 60 feet.
* Racial Hit Dice: They begin with eleven levels of giant, which provide 11d8 Hit Dice, a base attack bonus of +8 and base saving throw bonuses
of Fort +7, Ref +3 and Will +3.
* Racial Skills: Their giant levels give it skill points equal to 14 x (2+ Intelligence modifier, minimum 1). Its class skills are Hide, Intimidate, Listen, Move
Silently
and Spot.
* Racial Feats: It’s giant levels give it four feats.
* Bonus Feat: They gain Blind-Fight as a bonus feat, in addition to their racial feats.
* Special Attacks (see above): Freezing gaze, iron attacks.
* Special Qualities (see above): Damage reduction 5/adamantine.
* Weapon and Armour Proficiency: It is automatically proficient with all simple and martial weapons, as well as the abaasy iron lash (see above). It has no proficiency with any armour or shields.
* +8 natural armour bonus.
* Automatic Languages: Giant. Bonus Languages: Common, Dwarven, Goblin, Sylvan, Terran, Undercommon.
* Favoured Class: Barbarian.
* Level Adjustment +5.

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