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), 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, History +7, Persuasion +8, Religion +7
Damage Resistances lightning, poison, radiant
Condition Immunities frightened
Senses passive Perception 16
Languages Abyssal, Celestial, Common, Infernal
Challenge 9 (5,000 XP)                              Proficiency Bonus +4

Elemental Mastery. The asura has the fire, lightning, and radiant energy types. It can only use one at a time when it manifests an energy power.

Knowledgeable. The asura has advantage on Intelligence checks to recall information.

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 host until at least 1 minute has passed.

Power Manifesting. The asura is a 12th-level manifester. Its manifesting ability is Wisdom (power save DC 18, +10 to hit with power attacks). It has 90 power points to spend on the following powers: adaptability, control light, deflection, ego whip, energy blast, extrasensory perception, glimmer, hypercognition, mental barrier, muddle, remote sight.

Spiritual Defense. The asura adds its Wisdom modifier to its unarmored AC and uses its unarmored AC when it is higher than its armor.

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


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

Energy Blast. Ranged Power Attack: +10 to hit, range 60 ft., one target. Hit: 13 (3d8) bludgeoning, fire, lightning, or radiant damage.