Library / Bestiary

Asura, Aghasura

CR 11.00 Outsider LE Huge
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.

STR
34
DEX
17
CON
23
INT
11
WIS
14
CHA
18
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 from Feat

<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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

Great Cleave from Feat

<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 &ndash;2 penalty to your Armor Class until your next turn.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Weapon Focus from Feat

<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

spell-like abilities:
At will—Teleport, Greater, 3/day—Deeper Darkness, 1/day—Cloudkill
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
Languages
Common, Infernal; telepathy 100 ft.
Source
Bestiary 3
Sources Used in This Record
10 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Deeper Darkness (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cloudkill (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.