This class of asura generally acts as undercover agents, but sometimes just likes to live among the mortal races. An infiltrator will go to lengths to develop a mortal persona so as to fit in mortal society, and when it reaches a point where its lack of growing old would betray its nature, it will move on and create a new identity. For this reason, infiltrators prefer the bodies of elves and other long lived races.

Asura, Infiltrator

Medium celestial (humanoid, possessor), neutral

Armor Class 19
Hit Points 65 (10d8 + 20)
Speed 30 ft.

12 (+1)17 (+3)14 (+2)17 (+3)22 (+6)19 (+4)

Saving Throws Dex +5, Con +4, Wis +8
Skills Athletics +3, Deception +6, Insight +8, Perception +8
Damage Resistances lightning, poison, radiant
Condition Immunities frightened
Senses passive Perception 18
Languages Celestial, Common
Challenge 5 (1,800 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 infiltrator’s unarmed strikes and held weapons are treated as magical for the purpose of overcoming damage resistance and immunity.

Innate Spellcasting. The infiltrator’s spellcasting ability is Charisma (spell save DC 14). The infiltrator can innately cast the following spells, requiring no material components:

At will: bane, detect evil and good, disguise self, message

3/day: alter self, charm person, misty step

1/day: blindness/deafness, nondetection

Innate Manifestation. The infiltrator’s manifesting ability is Wisdom (power save DC 17). The infiltrator can innately manifest the following powers:

At will: adaptability (up to 5 power points), body control (up to 4 power points), suspension (up to 3 power points)

3/day: apopsi (up to 3 power points), control light (up to 3 power points), muddle (up to 3 power points)

1/day: chameleon (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.


Multiattack. The infiltrator makes one shortsword attack and one unarmed attack.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.