Asura, Upasunda
Upasundas, also called beatific ones, are asuras who devote themselves to martial meditations and physical perfection. Upasundas seek monklike poise and skill, and through it, the ability to deal flawless destruction wherever they go. Their nickname suggests purity, and indeed, each beatific one is an expression of asura purity through devotion to the ideal of annihilation. It is believed that the first upasundas were created from the jealous followers of a man who achieved divinity through his own force of will. Those of his followers who felt abandoned when this new deity ascended to the Great Beyond sought other ways to achieve immortality, and fell pray to one of the asura ranas, who granted them their desire by transforming them into beatific ones.
Upasundas never surrender to foes in combat and rarely flee from battle. They hope to increase in skill and wisdom or to die in battle. On either path lies evolution toward a greater understanding of destruction in its countless forms.
An upasunda is 7 feet tall and weighs 240 pounds.
- HP
- 114 (12d10+48); regeneration 5 (good weapons, good spells)
- AC
- 24, touch 21, flat-footed 16 (+7 Dex, +1 dodge, +3 insight, +3 natural)
- Speed
- 50 ft.
- Init
- +7
- Melee
- mwk longsword +19/+14/+9 (1d8+6/19–20), mwk spear +19 (1d8+9/x3), mwk kukri +19 (1d4+6/18–20), 2 slams +13 (1d4+3) or 6 slams +18 (1d4+6)
- BAB
- +12
- CMB
- +18 (+20 grapple)
- CMD
- 39 (41 vs. grapple)
- Fort
- +12
- Ref
- +11
- Will
- +15
- DR
- 10/good
- SR
- 20
- Defensive Abilities
- improved evasion
- Racial Modifiers
- +8 Acrobatics when jumping, +6 Escape Artist, +4 Perception
Weapons: Martial, Simple
Infused Weapons — In addition to being evil and lawful, weapons an upasunda wields are considered to be magic for the purposes of overcoming damage reduction.
Multiweapon Mastery — An upasunda takes no penalties when fighting with multiple weapons.
Cleave, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Grapple, Mobility, Power Attack, 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 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 grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.</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"> 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 +19 (+27 when jumping), Bluff +16, Diplomacy +13, Escape Artist +25, Intimidate +16, Knowledge (arcana) +8, Knowledge (planes) +14, Perception +23, Perform (dance) +16, Sense Motive +19, Stealth +19
- Type
- Outsider
- Alignment
- LE
- Size
- Medium
- Environment
- any (Hell)
- Organization
- solitary, pair, or squad (3-6)
- Treasure
- standard (weapons listed above plus other treasure)
- Senses
- all-around vision, darkvision 60 ft.; Perception +23
- 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: Combat Reflexes (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 Grapple (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: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Disguise Self (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: Feather Fall (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spider Climb (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: Levitate (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rainbow Pattern (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Monster (Spell)House/Core — covered by the site's Section 15.
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