Asura, Aghasura
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)
- Speed
- 50 ft., swim 30 ft. (35 ft., swim 20 ft. in armor)
- Init
- +3
- 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.
- BAB
- +14
- CMB
- +28 (+32 grapple)
- CMD
- 41 (can't be tripped)
- Fort
- +15
- Ref
- +9
- Will
- +11; +2 vs. enchantment spells
- DR
- 10/good
- SR
- 22
- Racial Modifiers
- +6 Escape Artist, +4 Perception
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)
Cleave, Critical Focus, Great Cleave, Improved Critical (scimitar), Lightning Reflexes, Power Attack, Weapon Focus (scimitar)
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +17, Bluff +19, Escape Artist +6, Intimidate +17, Knowledge (planes) +13, Perception +19, Sense Motive +19, Stealth +9, Swim +17
- 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
- Languages
- Common, Infernal; telepathy 100 ft.
- Source
- Bestiary 3
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deeper Darkness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cloudkill (Spell)House/Core — covered by the site's Section 15.
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