Fiend Slayer

The purpose of these asura is to protect the Material Plane and the upper planes from fiends and other unholy abominations. They take to training as warriors to hone the necessary skills and build fortitude. They often possess centuries of experience and expertise with all manner of arms and tactics, but many have preferred weapons and combat styles.

    When engaging high profile dangers in battle, a fiend slayer will attempt to keep the strongest foe’s attention focused on itself while its allies flank the enemy. When possible, an asura will quickly dispatch or scatter weaker foes; otherwise it will attempt to disable the greatest threat.

Asura, Fiend Slayer

Medium celestial (humanoid, possessor), neutral good

Armor Class 19
Hit Points 190 (20d8 + 100)
Speed 30 ft.

STRDEXCONINTWISCHA
18 (+4)15 (+2)20 (+5)17 (+3)22 (+6)19 (+4)

Saving Throws Str +9, Con +10, Wis +11, Cha +9
Skills Arcana +8, Athletics +9, Insight +11, Intimidation +9, Religion +8, Survival +11
Damage Resistances lightning, poison, radiant
Condition Immunities frightened
Senses passive Perception 16
Languages Abyssal, Celestial, Common, Infernal
Challenge 15 (13,000 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 fiend slayer asura’s AC is at least 11 + its Dexterity bonus + its Wisdom bonus.

Spiritual Strikes. The fiend hunter’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity. Once per turn, when the asura hits with a melee weapon attack, it deals an additional 4d8 (18) radiant damage to the target.

Persistent Powers. The fiend hunter’s psionic powers linger for one round if the fiend hunter cast a spell or becomes incapacitated. If the asura ceases concentration on a spell or is no longer incapacitated by the start if its next turn, it can resume maintenance of that power without interruption.

Innate Spellcasting. The fiend slayer’s spellcasting ability is Charisma (spell save DC 17). The fiend slayer can innately cast the following spells, requiring no material components:

At will: blade ward, detect evil and good, divine favor, shield

3/day: bless, compelled duel, heroism

1/day: banishing smite, wrathful smite

Innate Manifestation. The fiend slayer’s manifesting ability is Wisdom (power save DC 19). The fiend slayer can innately manifest the following powers:

At will: adaptability (up to 9 power points), body control (up to 7 power points)

3/day: accelerated healing (up to 7 power points), glimmer (up to 9 power points), speed of thought (up to 9 power points)

1/day: kinetic barrier (up to 5 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.

Actions

Multiattack. The fiend slayer makes two longsword attacks and one unarmed attack.

Longsword +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 +4) bludgeoning damage.