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Asura, Aghasura

CR 11.00 Outsider LE Huge HD 14
This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.

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.

HP
161 (14d10+84); regeneration 5 (good weapons, good spells)
AC
23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, -2 size)
Init
+3
Speed
50 ft., swim 30 ft. (35 ft., swim 20 ft. in armor)
Fort
+15
Ref
+9
Will
+11; +2 vs. enchantment spells
BAB
+14
CMB
+28 (+32 grapple)
CMD
41 (can't be tripped)
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.
DR
10/good
SR
22
Aura
attraction (50 ft.), elusive (75 ft.)
Racial Modifiers
+6 Escape Artist, +4 Perception
str
34
+12
dex
17
+3
con
23
+6
int
11
+0
wis
14
+2
cha
18
+4

Weapons: Martial, Simple

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.

swallow whole (2d6+12 acid damage, AC 13, 16 hp)

Universal Monster Rules

Poison (mwk scimitar) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Swallow Whole (2d6+12 acid damage, AC 13, 16 hp) Ex from Universal Monster Rule
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes the target to take damage each round. The amount and type of damage varies and is given in the swallowing creature's statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

Special Abilities

Dual Wielder from text
An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.
Infused Weapons from text
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.

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Critical (scimitar) from Feat

When using the weapon you selected, your threat range is doubled.

Lightning Reflexes from Feat

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

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Weapon Focus (scimitar) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +17, Bluff +19, Escape Artist +6, Intimidate +17, Knowledge (planes) +13, Perception +19, Sense Motive +19, Stealth +9, Swim +17

spell-like abilities:
At will—Teleport, Greater, 3/day—Deeper Darkness, 1/day—Cloudkill (DC 19)
Details
Type
Outsider
Alignment
LE
Size
Huge
Environment
any (Hell)
Organization
solitary or troop (2-9)
Treasure
standard (masterwork breastplate, 2 masterwork scimitars, other treasure)
Senses
darkvision 60 ft., scent; Perception +19
Aura
attraction (50 ft.), elusive (75 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
10 House/Core
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