Aghasura
This immense creature looks like a horned rattlesnake, save for its two muscular arms, each of which wields a scimitar.
Aghasura (CR 11)
Huge Outsider (Asura, Evil, Extraplanar, Lawful)Alignment: Lawful Evil
Initiative: +3
Senses: Darkvision 60 feet, Scent; Perception +19
Aura: attraction (50 feet), elusive (75 feet)
Speed: 50 feet, Swim 30 feet (35 feet, Swim 20 feet in armor)
Space: 15 feet
Defense
Armor Class: 23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, -2 size)Hit Points: 161 (14d10+84) Regeneration 5 (good weapons, good spells)
Saving Throws: Fort +15, Ref +9, Will +11; +2 vs. enchantment spells
Damage Reduction: 10/good
Immunity: curse effects, disease, poison
Energy Resistance: acid 10, electricity 10
Spell Resistance: 22
Offense
Melee: mwk scimitar +26/+21/+16 (2d6+12/15-20 plus poison), mwk scimitar +26 (2d6+12/15-20 plus poison), bite +19 (2d8+6 plus Grab and poison)Reach: 15 feet
Special Attacks: dual wielder, infused weapons, Swallow Whole (2d6+12 acid damage, AC 13, 16 hp)
Spell-Like Abilities (CL 11th; Concentration +15):
- At Will- Teleport, Greater (self plus 50 lbs. of objects only)
- 3/day- Deeper Darkness
- 1/day- Cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
34 (+12) | 17 (+3) | 23 (+6) | 11 (+0) | 14 (+2) | 18 (+4) |
CMB +28 (+32 Grapple)
CMD 41 (can't be tripped)
Feats: Cleave, Critical Focus, Great Cleave, Improved Critical (Scimitar), Lightning Reflexes, 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
Special Abilities
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)
- Delivery: Bite or weapon-injury
- Fortitude Save: 23
- Frequency: 1/round for 6 rounds
- Track: Critical Constitution
- Saves: 2 consecutive saves
Ecology
Environment: Any, BaatorOrganization: solitary or troop (2-9)
Treasure: standard (masterwork breastplate, 2 masterwork scimitars, other treasure)
Aghasuras, or the poison ones, are massive fiends who have perfected the art of ambush and hold to duties of guardianship and butchery. It is said that these frightful ophidian monsters came into being when a deity granted free will to her favorite serpent pets, but when these pets were left to their own devices, they slipped into the deity's favored temple and slew all of her greatest priests.
The serpents who survived the deity's wrath became the first aghasuras. An aghasura is 30 feet long and weighs nearly 7 tons.