This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.
XP 12,800 DEFENSE
AC 23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, -2 size) OFFENSE
Speed 35 ft., swim 20 ft.
At will—greater teleport (self plus 50 lbs. of objects only) STATISTICS
Str 34, Dex 17, Con 23, Int 11, Wis 14, Cha 18 SPECIAL ABILITIESAttraction 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. |