Celestial Minister

Making up the halls of deities or serving as advisors to mortal kings, are the celestial ministers. Masters of debate and philosophy, the calling of these asura is learning and understanding. They attempt to preserve lore, sometimes running libraries, and sometimes serving as living memories of events long past.

    Celestial ministers are fond of mortal kind, and tend to speak out on the behalf of mortals. They typically have a roster full of mortal and immortal contacts they can call upon when needed.

Asura, Celestial Minister

Medium celestial (humanoid, possessor), lawful neutral

Armor Class 18
Hit Points 90 (12d8 + 36)
Speed 30 ft.

11 (+0)14 (+2)16 (+3)17 (+3)22 (+6)19 (+4)

Saving Throws Int +7, Wis +10, Cha +8
Skills Arcana +7, Deception +8, Esoteric +7, History +7, Insight +14, Persuasion +12, Religion +7
Damage Resistances lightning, poison, radiant
Condition Immunities frightened
Senses passive Perception 16
Languages Abyssal, Celestial, Common, Infernal
Challenge 7 (2,900 XP)

Cherry Weakness. Damage from wooden weapons made of cherry wood is doubled.

Asura Toxin Susceptibility. Alcohol splashed on an asura deals 2d6 necrotic damage. If alcohol or cherries are consumed, the asura takes 2d6 necrotic damage and must make a Constitution save against DC 15 or be poisoned for 1 hour.

Spiritual Defense. The asura’s AC is at least 10 + its Dexterity bonus + its Wisdom bonus.

Spiritual Strikes. The celestial minister’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity.

Knowledgeable. When making an Intelligence skill check to recall information, the celestial minister does so with advantage.

Innate Spellcasting. The celestial minister’s spellcasting ability is Wisdom (spell save DC 18). The celestial minister can innately cast the following spells, requiring no material components:

At will: alarm, animal messenger, detect evil and good, detect magic, divine favor, minor illusion, protection from evil and good (self only), thaumaturgy, unseen servant

3/day: augury, banish, bless, calm emotions, counterspell, guiding bolt, lightning bolt, sanctuary (self only), see invisibility

1/day: commune, contact other plane, flame strike, forbiddance, glibness, hold monster, nondetection, programmed illusion, suggestion

1/year: sequester

Innate Manifestation. The celestial minister’s manifesting ability is Wisdom (power save DC 18). The celestial minister can innately manifest the following powers:

At will: adaptability (up to 9 power points), deflection (up to 0 power points), mental barrier (up to 5 power points)

3/day: control light (up to 13 power points), ego whip (up to 9 power points), glimmer (up to 9 power points), hypercognition (up to 13 power points), remote sight (up to 9 power points)

1/day: extrasensory perception (up to 15 power points)

Possessor. If the asura is reduced to 0 hit points or outright killed, it ejects from its host and assumes its spirit form. It can’t attempt to possess the same creature until at least 1 minute has passed.


Rod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) bludgeoning damage.

Searing Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 13 (3d8) radiant damage.