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AdhukaitCreature 7


LEMediumAsuraFiend
Source Pathfinder Bestiary 3
Perception +15 (darkvision)
Languages Common, Infernal, Telepathy 30 Feet
Skills Acrobatics +15, Athletics +19, Intimidation +15, Performance +15, Stealth +15
Str +6, Dex +4, Con +4, Int +2, Wis +2, Cha +4

AC 25 all-around vision; Fort +15; Reflex +17; Will +13;
HP 130
Speed 40 feet
Immunities curse
Weaknesses Good 5

Kukri One Action +18 (+14, +10) to hit (agile, trip) 1d6+9 Slashing + 1d4 Evil
Claw One Action +18 (+14, +10) to hit (agile) 1d6+9 Slashing + 1d4 Evil

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 30 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Dual Mind Reaction

Trigger The adhukait fails a saving throw against a mental effect


Effect The adhukait shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn.

During this time, the adhukait is Clumsy 2; takes a -10-foot circumstance penalty to their Speed; and can't use Dual Mind, Dual Opportunity, or Dance of Destruction.

Dual Opportunity

The adhukait gains a second reaction each round they can use only to make an Attack of Opportunity.

Dance of Destruction One Action

Requirements The adhukait's last action was a Strike that dealt damage.


Effect The adhukait Strides up to 10 feet and Strikes.


Twice as disciplined as a monk and twice as deadly as a warrior, an adhukait is the ultimate perversion of duality, two spiked asura warriors impaled together to form one ferocious, incredibly efficient killing machine. An adhukait's two heads, two hearts, and two minds rarely work as one-except to maim or kill.

Even adhukaits' origin contains not one but two stories. Some believe they were created when two godlike brigands attempted to raid a celestial hall and had their bodies crushed together and thrown down from the heavens. Another legend states two asura twins once challenged a great warrior to duel them in turn. When they attacked him together, he was so enraged he slammed one into the other so hard that they were fused together from that day forth.

Adhukaits are among the most elite asura warriors, making up for what they lack in spellcraft with sheer viciousness and single-minded pursuit of inflicting pain.


Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.