Bestiary 3 | Monsters | Asura | Aghasura

Asura, Aghasura

Cr: 11. Xp: 12,800. Alignment: LE. Size: Huge. Creature Type: Outsider. Creature Subtype: asura, evil, extraplanar, lawful.
Init: +3. Senses: darkvision 60 ft., scent; Perception +19. Aura: attraction (50 ft.), elusive (75 ft.). Ac: 23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, -2 size).
Hp: 161 (14d10+84); regeneration 5 (good weapons, good spells).
Fortitude: +15. Reflex: +9. Will: +11; +2 vs. enchantment spells. Dr: 10/good. Resist: acid 10, electricity 10. Immune: curse effects, disease, poison. Sr: 22.
Speed: 50 ft., swim 30 ft. (35 ft., swim 20 ft. in armor). Melee: mwk scimitar +26/+21/+16 (2d6+12/15–20 plus poison), mwk scimitar +26 (2d6+12/15–20 plus poison), bite +19 (2d8+6 plus grab and poison). Space: 15 ft.. Reach: 15 ft.. Special Attacks: dual wielder, infused weapons, swallow whole (2d6+12 acid damage, AC 13, 16 hp). Strength: 34. Dexterity: 17. Constitution: 23. Intelligence: 11. Wisdom: 14. Charisma: 18.
Base Attack: +14. Cmb: +28 (+32 grapple). Cmd: 41 (can't be tripped).
Feats: Cleave, Critical Focus, Great Cleave, Improved Critical (scimitar), Lightning Reflexes, Power Attack, Weapon Focus (scimitar).
Skills: Acrobatics +17, Bluff +19, Escape Artist +6, Intimidate +17, Knowledge (planes) +13, Perception +19, Sense Motive +19, Stealth +9, Swim +17. Racial Modifiers: +6 Escape Artist, +4 Perception.
Languages: Common, Infernal; telepathy 100 ft..
Environment: any (Hell). Organization: solitary or troop (2-9). Treasure: standard (masterwork breastplate, 2 masterwork scimitars, other treasure).
spell-like abilities: (CL 11th; concentration +15)

At will-greater teleport (self plus 50 lbs. of objects only)

3/day-deeper darkness

1/day-cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)


Description: This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.

Special Abilities

Attraction Aura

An aghasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. All nonevil creatures that enter this area must make a DC 21 Will save to avoid being compelled to move toward the aghasura's location. If the aghasura moves, the effect ends for all currently affected creatures. This is a mind-affecting compulsion. The save DC is Charisma-based.

Dual Wielder

An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.

Infused Weapons

Weapons an aghasura wields are considered to be magic for the purposes of overcoming damage reduction. In addition, such weapons gain the ability to deliver the aghasura's poison on a successful attack.

Poison

Bite or weapon:

Aghasura Venom

Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity's favored temple and slew all of her greatest priests. The serpents who survived the deity's wrath became the first aghasuras.

An aghasura is 30 feet long and weighs nearly 7 tons.