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Asura, Adhukait

CR 7.00 Outsider LE Medium HD 9
A pair of spiked fiends, interwoven through bodily cavities and impaling limbs, spin in a dance with their twin curved knives.

Known also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies.

Although an adhukait appears to be two connected creatures, it is one entity with two minds. The creature's personality and purpose is as unified as its bizarre form. An adhukait is 6 feet tall. It weighs 330 pounds.

Adhukaits prefer desolate spots as lairs, especially those that recall past terror or sorrow. In such dens, they keep trophies from their engagements as focuses for meditation and objects of study. Adhukaits also keep treasures stolen from temples and holy places. While at rest, adhukaits remain near any ill-gotten items to ensure no meddling magician can locate the lost objects.

Legend holds that the first adhukaits emerged from the shattered remains of two godlike brigands. These burglars, their names long since lost to history, attempted to raid a celestial hall. The resident deity and his or her servants slew the thieves, crushed their bodies together into one, and hurled their remains to the earth. As their crumbling, entwined bodies struck the world, they caused terrible earthquakes and tsunamis that slew thousands of innocents—including many worshipers of the headstrong deity who accidentally caused the devastation. The first adhukaits grew from the shattered, mingled remains of these brigands, rising from the blasted crater to serve the asuras as elite soldiers.

HP
76 (9d10+27); regeneration 5 (good weapons, good spells)
AC
20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
Init
+3
Speed
40 ft.
Fort
+6
Ref
+11
Will
+9; dual mind, +2 vs. enchantments
BAB
+9
CMB
+14
CMD
28
Melee
2 mwk kukris +15/+10 (1d4+5/18-20), 2 claws +9 (1d4+2)
DR
5/good
SR
18
Aura
elusive (30 ft.)
Racial Modifiers
+6 Escape Artist, +4 Perception
str
20
+5
dex
17
+3
con
17
+3
int
13
+1
wis
16
+3
cha
16
+3

Weapons: Martial, Simple

Dance of Disaster — Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet before making its next attack. The adhukait's normal speed does not limit this movement—it can move 10 feet after any successful hit among its four attacks, as long as it has another attack to make.

Special Abilities

Dance Of Disaster from text
Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet before making its next attack. The adhukait's normal speed does not limit this movement—it can move 10 feet after any successful hit among its four attacks, as long as it has another attack to make.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Nimble Moves from Feat

Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Acrobatics +15 (+19 when jumping), Bluff +15, Escape Artist +21, Intimidate +11, Knowledge (planes) +9, Perception +19, Perform (dance) +14, Stealth +15

spell-like abilities:
At will—Feather Fall (DC 14), At will—Teleport, Greater, At will—Spider Climb (DC 15), 3/day—Blink, 3/day—Blur (DC 15), 3/day—Mirror Image, 3/day—Spike Growth (DC 15)
Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any (Hell)
Organization
solitary, pair, or band (3-12)
Treasure
standard (2 masterwork kukris, other treasure)
Senses
all-around vision, darkvision 60 ft.; Perception +19
Aura
elusive (30 ft.)
Languages
Common, Infernal; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Nimble Moves (Feat) — core content under OGL 1.0a
  • Knows spell: Feather Fall (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Spider Climb (Spell) — core content under OGL 1.0a
  • Knows spell: Blink (Spell) — core content under OGL 1.0a
  • Knows spell: Blur (Spell) — core content under OGL 1.0a
  • Knows spell: Mirror Image (Spell) — core content under OGL 1.0a
  • Knows spell: Spike Growth (Spell) — core content under OGL 1.0a
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