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Hārakasura

Creature 7 — asura, spirit

FlankerMenderLANDasuraspirit

Hārakasuras appear as two f gures that are intrinsically intertwined, moving in complete tandem. In truth, they're a single being with a split heart and split wills, switching between virtue and god-defying ruin. Hārakasuras are above all beings of kindness and charity, yet every kind deed they seek to do only emphasizes the broken nature of the world—for if all were given what they needed, charity would never be required. Hārakasuras thus dub themselves as thieves and plunderers, stealing from

Source: pathfinder-monster-core-2

Perception +15; darkvision
Languages common, diabolic; 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
Items Kukri (4)
AC 25 (all-around vision) Fort +15 Ref +17 Will +13
HP 130
Immunities curse
Speed 40 feet

Offense

Melee Kukri (agile, trip) +18, Damage 1d6+9 slashing plus 2d6 bleed plus 1d4 spirit
Melee Claw (agile, unarmed) +18, Damage 1d6+9 slashing plus 1d4 spirit

Abilities

Telepathy (30 feet) (aura, magical, mental) — 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.
Dual Mind
Reactive Strike — You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
Dance of Destruction
Glorious Visage — The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 5 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification.
Wound Thief (divine) — The hārakasura touches an adjacent creature that is taking persistent bleed damage. If the hārakasura has the holy trait, it ends the persistent bleed efect immediately and restores 2d6 Hit Points to the target; this is a healing and vitality effect. If the hārakasura has the unholy trait, it causes the target to immediately take damage equal to its persistent bleed value, and the hārakasura gains temporary Hit Points equal to the damage taken until the start of its next turn.

WORKS WELL WITH

AnvilLANDA durable frontline body holds the front while this quick striker circles for trip attacks and bleed stacking.
SnareLANDA controller that keeps a target from disengaging lets the bleed damage compound over several rounds.
SniperLANDA ranged attacker finishes off a target already weakened by persistent bleed damage.

PUNISHES

✖ melee reliance✖ isolated targets✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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