Size:
Huge
Type:
Fiend
Form:
Temper:
fiendish
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 50 + 1d12
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.
Action
Multiattack
The aghasura makes one bite attack and two scimitar attacks.
Action
Scimitar
Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) piercing damage, and the target must succeed a DC 18 Constitution saving throw or take 9 (2d8) poison damage, or half as much on a successful save.
Special
At will
teleport
Special
Camouflage
The aghasura has advantage on all Dexterity (Stealth) ability checks.
Special
cloudkill
1/day each
Special
darkness
3/day each
Special
Innate Spellcasting
The aghasura's spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Critical Focus
Action
Feat 3
Great Cleave
Action
Feat 4
Improved Critical (scimitar)
Action
Feat 5
Lightning Reflexes
Action
Feat 6
Power Attack
Action
Feat 7
Weapon Focus (scimitar)
Action
Melee 1
mwk scimitar +26/+21/+16 (2d6+12/15-20 plus poison)
Action
Melee 2
mwk scimitar +26 (2d6+12/15-20 plus poison)
Action
Melee 3
bite +19 (2d8+6 plus grab and poison)
Special
1/day
cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 45%, or 1 aghasura, 20%)
Special
3/day
deeper darkness
Special
At will
greater teleport (self plus 50 lbs. of objects only)
Special
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.
Special
Dual Wielder (Ex)
An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.
Special
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.
Special
Poison (Ex)
Bite or weapon-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.
Tripurasuras, or sly ones, are among the weakest asuras, manifestations not of divine mistakes but instead creations of the most powerful of asuras exhibiting their loathing of the gods by creating blasphemous mockeries of their creations.
A newly created tripurasura most commonly exists for one of two reasons: to give an asurendra sage the raw materials it needs to create more powerful asuras, or to seek out mortals- especially mortal spellcasters-to recruit into the asura cause.
Clever Corruptor. Using its power to assume a pleasing or innocuous form, a tripurasura wanders the world, seeking pious mortals to corrupt. When it encounters a promising spellcaster (typically one who has some sort of link to a church or religion, but not necessarily a divine spellcaster), the tripurasura presents itself as an apprentice, pilgrim, or other type of curious student eager to learn from the spellcaster. The tripurasura keeps its true nature and its powers hidden and seeks opportunities to steer its "master" away from decisions it might have made in good conscience to acts that promote the collapse of religious belief, faith, and society. When, as it inevitably does, the wayward spellcaster runs afoul of justice or is confronted by those seeking revenge, the tripurasura fades away to watch the final stage of the spellcaster's fall from grace, then seeks a new victim in another city or region.
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 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.
5e SRD