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Pathfinder

Compendium

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Aghasura

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

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.

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) Bite or weapon—injury; Save Fort DC 23; Frequency 1/round for 6 rounds; Effect 1d4 Con damage; Cure 2 consecutive saves.

Attributes

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.)
  • DEFENSE

  • AC

    23, touch 11, flat-footed 20 (+6 Armor, +3 Dex, +6 Natural, -2 Size)
  • hp

    161(14d10+84)
  • Fort

    +15,

    Ref

    +9,

    Will

    +11
  • DR

    10/good;

    Immunities

    Curse Effects, Disease, Poison;

    Resist

    Acid 10, Electricity 10;

    SR

    22
  • OFFENSE

  • Speed

    50 Ft., Swim 30 Ft. (35 Ft., Swim 20 Ft. In Armor)
  • 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)
  • Special Attacks

    Dual Wielder, Infused Weapons, Swallow Whole (2d6+12 Acid Damage, Ac 13, 16 Hp)
  • Reach

    15 Ft.
  • Spell-Like Abilities

    (CL 11; concentration +15 )
  • STATISTICS

  • Str

    34,

    Dex

    17,

    Con

    23,

    Int

    11,

    Wis

    14,

    Cha

    18
  • Base Atk

    +14;

    CMB

    28;

    CMD

    41
  • 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.
  • ECOLOGY

  • Environment

    Any (Hell)
  • Organization

    Solitary Or Troop (2-9)
  • Treasure

    Standard (Masterwork Breastplate, 2 Masterwork Scimitars, Other Treasure)