These asura generally act as undercover agents, but sometimes just like 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 aging 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.
Medium celestial (humanoid), neutral
Armor Class 19
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Saving Throws Dex +7, Con +5, Wis +9
Skills Deception +7, Perception +9
Damage Resistances lightning, poison, radiant
Condition Immunities frightened
Senses passive Perception 19
Languages Celestial, Common
Challenge 4 (1,100 XP) Proficiency Bonus +3
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 5th-level manifester. Its manifesting ability is Wisdom (power save DC 17, +9 to hit with power attacks). It has 45 power points to spend on the following powers: adaptability, apopsi, body control, chameleon, control light, dislocation, muddle, psychic domination, suspension.
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. Once each turn, when the asura hits with a melee weapon attack, it deals an additional 9 (2d8) radiant damage.
Multiattack. The infiltrator makes two attacks: one with its shortsword and one unarmed strike.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.