Asura, Asurendra
With the notable exception of the unique asura ranas, asurendras are the mightiest of their kind. Although few asurendras possess anything resembling an extended realm, in Hell or elsewhere, these asuras are the “wise ones” of asura kind. Most dwell within shrinelike fortresses in which they can practice their ruinous mysticism and command lesser asuras who seek their teachings. To most asuras, an asurendra's order is something akin to a deific edict.
Each asurendra is a humanoid creature of immense proportions. Their exact appearance varies just as the appearances of humanoids vary, but all asurendras have six arms and multiple eyes and heads. An asurendra's body is an example of physical perfection, athletically and gracefully built, but its face has monstrous or inhuman features, such as tusks or bizarrely placed features. Most asurendras are 19 feet tall and weigh 8,000 pounds.
Few asurendras were born to their might—they achieve their power only over the course of countless lifetimes spent as lesser asuras. Throughout each incarnation, these tenacious asuras sought unity with some concept of destruction. Eventually, through dark meditation and vile action, the asuras ascended to a state of being united with some aspect of unmaking. They also gained power over their own being and slowly reshaped themselves into a vision of their perfect selves, instruments of annihilation ideally suited to fell gods and their divine works.
In battle, an asurendra does its best to destroy all enemies, taking a moment to ensure death when any foe falls. Asurendras enjoy eating the bodies of fallen foes, and some can even use the flesh and bone of those they consume to create new asuras to serve them.
Each asurendra follows its own bliss toward a specific method of vengeance against the divine. Like philosophers dispensing wisdom, they teach their ways to others so that more asuras might ascend into perfection. Listed here are some ideas of the vile ways asurendras might use their “enlightened” hatred.
- HP
- 385 (22d10+264); regeneration 10 (good weapons, good spells)
- AC
- 35, touch 25, flat-footed 26 (+5 deflection, +8 Dex, +1 dodge, +3 insight, +10 natural, -2 size)
- Speed
- 50 ft., climb 50 ft., fly 50 ft. (perfect), swim 50 ft.
- Init
- +12
- Melee
- bite +33 (2d6+13 plus grab and poison), 6 claws +33 (2d6+13 plus curse)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +22
- CMB
- +37 (+41 grapple)
- CMD
- 64
- Fort
- +25
- Ref
- +17
- Will
- +20; +2 vs. enchantment spells
- DR
- 15/chaotic and good
- SR
- 31
- Racial Modifiers
- +6 Escape Artist, +4 Perception
Weapons: Martial, Simple
Curse of False Wisdom — Claw:
Spirit Blades — As a swift action, an asurendra can call forth up to six longsword-shaped force effects that float near the asurendra until directed. The asurendra can use a standard action to direct one blade to attack a target up to a distance of 50 feet away, or use a full-attack action to cause all six blades to attack up to six different targets up to a distance of 50 feet away, each to a different location if desired. Once an asurendra directs a spirit blade to attack a foe, the blade continues to make a single attack against that foe each round on the asurendra's turn until directed otherwise by the asurendra and as long as the foe remains within 50 feet of the asurendra. As a move action, the asurendra can direct all currently attacking blades to switch targets to new foes within 50 feet. These weapons attack using the asurendra's base attack bonus modified by its Wisdom modifier (+29 for most asurendras), and deal 3d6 points of damage plus an amount of force damage equal to the asurendra's Wisdom modifier (3d6+7 for most asurendras). Physical attacks do no affect these blades, but disintegrate, a sphere of annihilation, or a rod of cancellation (touch AC 25) causes them to vanish. If a spirit blade's target dies or moves beyond a 50-foot range and the asurendra does not retarget that blade by the end of its turn, the blade vanishes. Likewise, any blades that are not within 50 feet of the asurendra at the end of its turn also vanish.
swallow whole (4d6+19 bludgeoning plus 4d8+12 acid damage, AC 15, 38 hp)
Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (baleful polymorph, blade barrier, death knell), Snatch Arrows, Spring Attack
<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 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.</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"> You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.</p>
<p class="stat-block-1"> 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.</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"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</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"> When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.</p><p class="stat-block-2">You must have at least one hand free (holding nothing) to use this feat.</p>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.</p>
Acrobatics +31 (+39 when jumping), Bluff +33, Climb +21, Diplomacy +30, Escape Artist +14, Fly +35, Intimidate +33, Knowledge (arcana) +27, Knowledge (history) +13, Knowledge (planes) +30, Knowledge (religion) +27, Perception +34, Perform (dance) +33, Sense Motive +30, Spellcraft +27, Stealth +23, Swim +21, Use Magic Device +30
- Type
- Outsider
- Alignment
- LE
- Size
- Huge
- Environment
- any (Hell)
- Organization
- solitary or pair
- Treasure
- double
- Senses
- all-around vision, darkvision 60 ft., low-light vision, scent, true seeing; Perception +34
- Languages
- Common, Infernal; tongues, 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: Combat Reflexes (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: Deflect Arrows (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (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 Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (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: Mobility (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: Snatch Arrows (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Dimensional Lock (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tongues (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Knell (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Scrying, Greater (Spell)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: Baleful Polymorph (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blade Barrier (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blasphemy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Knell (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: Demand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Power Word Stun (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Time Stop (Spell)House/Core — covered by the site's Section 15.
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