Asura, Asurendra

System: Pathfinder | SRD

Asura, Asurendra CR 20
LE Outsider (asura, evil, extraplanar, lawful) Huge
Init +12 ; Senses all-around vision, darkvision 60 ft., low-light vision, scent, true seeing; Perception +34
Defense
AC 35, touch 25, flat-footed 26 (+5 deflection, +8 Dex, +1 dodge, +3 insight, +10 natural, -2 size)
hp 385 (22d10+264); regeneration 10 (good weapons, good spells)
Fort +25 Ref +17 Will +20; +2 vs. enchantment spells
DR 15/chaotic and good
Immune curse effects, disease, flanking, poison, polymorph
Resist acid 10, electricity 10
SR 31
Offense
Speed 50 ft., climb 50 ft., fly 50 ft. (perfect), swim 50 ft.
Melee bite +33 (2d6+13 plus grab and poison), 6 claws +33 (2d6+13 plus curse)
Space 15 ft. ; Reach 15 ft.
Special Attacks curse of false wisdom, spirit blades (+29, 3d6+7/19-20), swallow whole (4d6+19 bludgeoning plus 4d8+12 acid damage, AC 15, 38 hp)
Aura dimensional lock (20 ft., enemies only), elusive (100 ft.)
CMB +37 (+41 grapple) CMD 64
Statistics
Str 36, Dex 26, Con 34, Int 25, Wis 25, Cha 31
Base Atk +22
Feats Awesome Blow, Cleave, Combat ReflexesB, Critical Focus, Deflect ArrowsB, DodgeB, Great Cleave, Improved Bull Rush, Improved Initiative, Lightning Reflexes, MobilityB, Power Attack, Quicken Spell-Like Ability (baleful polymorph, blade barrier, death knell), Snatch ArrowsB, Spring AttackB
Skills 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
Languages Common, Infernal; tongues, telepathy 100 ft.
Special Abilities
Curse of False Wisdom (Su) Claw:
Poison (Ex) Bite:
Spirit Blades (Su) 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.
This six-armed humanoid horror is garbed in golden armor and surrounded by a nimbus of floating, glowing weaponry.

Add to encounter | Back to Monsters