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Asura, Aghasura

This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.

Aghasura CR 11

XP 12,800
LE Huge outsider (asura, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., scent; Perception +19
Aura attraction (50 ft.), elusive (75 ft.)


AC 23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, -2 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +9, Will +11; +2 vs. enchantment spells DR 10/good; Immune curse effects, disease, poison; Resist acid 10, electricity 10; SR 22


Speed 35 ft., swim 20 ft.
Melee 2 mwk scimitars +26 (2d6+12/15-20 plus poison), bite +19 (2d8+6 plus grab and poison)
Space 15 ft.; Reach 15 ft.
Special Attacks dual wielder, infused weapons, swallow whole (2d6+12 acid damage, AC 13, 16 hp)
Spell-Like Abilities (CL 11th; concentration +15)

At willgreater teleport (self plus 50 lbs. of objects only)
3/daydeeper darkness
1/daycloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)


Str 34, Dex 17, Con 23, Int 11, Wis 14, Cha 18
Base Atk +14; CMB +28 (+32 grapple); CMD 41 (can't be tripped)
Feats Cleave, Critical Focus, Great Cleave, Improved Critical (scimitar), Lightning Reflexes, Power Attack, Weapon Focus (scimitar)
Skills Acrobatics +17, Bluff +19, Escape Artist +6, Intimidate +17, Knowledge (planes) +13, Perception +19, Sense Motive +19, Stealth +9, Swim +17; Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft.


Attraction Aura (Su)

An aghasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. All nonevil creatures that enter this area must make a DC 21 Will save to avoid being compelled to move toward the aghasura's location. If the aghasura moves, the effect ends for all currently affected creatures. This is a mind-affecting compulsion. The save DC is Charisma-based.

Dual Wielder (Ex)

An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.

Infused Weapons (Su)

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.

Poison (Ex)

Bite or weapon—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.