( Book of Exalted Deeds, p. 164)

RaceSize object (5) Outsider (Chaotic , Extraplanar , Good)

Hit dice: 8d8+16 (52 hp)

Initiative: +2

Speed: 30 ft. , Fly 60 ft. (Good)

Armor class: 26 (+2 Dex, +6 natural, +6 +1 mithral breastplate, +2 +1 buckler), touch 12, flat-footed 24

Base Attack/Grapple: +8/+10

Attack: +1 flaming scimitar +13 melee (1d6+4/18?20 plus 1d6 fire) or claw +11 melee (1d8+3/19?20) or masterwork composite longbow +11

Full Attack: +1 flaming scimitar +13/+8 melee (1d6+4/18?20 plus 1d6 fire) or 2 claws +11 melee (1d8+3/19?20) and +1 flaming scimitar +8 mel

Space/Reach: 5 ft./5 ft.

Special Attacks: Burning wind, spell-like abilities

Special Qualities: Damage reduction 5/cold iron or evil, darkvision 60 ft., immunities, outsider traits, spell resistance 19 (23 against evil spells and spells cast by evil outsiders)

Saves: Fort +8 Ref +8 Will +8

Abilities: Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 17

Skills: Concentration +13, Diplomacy +16, Escape Artist +9, Intimidate +14, Knowledge (the planes) +11, Listen +15, Sense Motive +13, Spot +15, Survival +2, Use Rope (+4 bindings) +2

Feats: Alertness, Exalted Spell Resistance, Improved Critical (claw), Weapon Focus (scimitar)

Environment: Upper Planes

Organization: Solitary, pair, or host (3?12

Challenge Rating: 8

Treasure: No coins or goods; double items

Alignment: Always chaotic good

Advancement: 9?12 (Medium); 13?18 (Larg

Level adjustment: +6

You are drawn first to the being's fiery, piercing eyes, then to the long mane of coppery-red hair that crowns its pale head. Marble-white flesh covers the being's stately frame. Its legs end in birdlike talons with ruby-sharp claws, and wings of crackling flame spring from its narrow shoulders.


Asuras travel light and prefer the scimitar and bow. A typical asura will be encountered with the following equipment: +1 mithral breastplate, +1 buckler, +1 flaming scimitar, trumpet of doom (described in Chapter 6: Magic), masterwork composite longbow (+3 Str bonus), quiver of 20 normal arrows.

An asura's natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.

Burning Wind (Su): An asura can beat its wings as a standard action and generate a searing wave of heat that deals 2d6 points of damage to all creatures within a 15-foot radius.

Spell-Like Abilities: At will—detect good, detect evil, discern lies (DC 15), true seeing; 1/day—holy smite (DC 16), magic circle against evil (self only), polymorph (self only; humanoid forms only).

Caster level 8th. The save DCs are Charisma-based.

Immunities: Asuras are immune to fire, petrification, charms, and compulsions.

Outsider Traits: An asura cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.