Multiple Arms. The asura has ten arms, for each arm, the asura can take a reaction, or action. The asura can not use any more arms that it currently has free. At the start of each of the asura's turns, it regains use of each of its arms.
Innate Spellcasting. The asura's spellcasting ability is Charisma (spell save DC 24). The asura can innately cast the following spells, requiring no material components:
1/day each: Commune, Plane Shift
Magic Resistance. The asura has advantage to saving throws against spells and other magical effects.
Magic Weapons. The asura's weapon attacks are magical. When the asura hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
Multiattack. The asura makes an attack with its fists up to as many times as it has arms free. For each attack, the asura uses one of its arms. If the asura is using weapons, it can substitute an attack with its fists for a weapon attack.
Fist. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) radiant damage.
Earthquake Attack. The asura attacks the ground around it, smashing it with four of its arms. Creatures within 120 ft. of the asura must make a DC 23 strength saving throw, taking 28 (8d6) bludgeoning damage and being knocked prone on a failed save or taking half as much damage on a successful one. Creatures knocked prone must make an additional DC 20 Constitution saving throw at the start of their turns, or take an additional 14 (4d6) bludgeoning damage.
Parry. The asura adds +7 to its AC against one melee attack that would hit it. Doing so uses one of the asura's arms.
Arm Defense. The asura uses up to five of its arms to deflect incoming damage. For each arm used in this way, the asura can roll 3d8, the asura can prevent damage to itself equal to the amount rolled by the dice this turn, up to half of which can be used on any one attack. The asura must use this reaction after the end of its turn.
The asura can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The asura regains spent legendary actions at the start of its turn.
Teleport. The asura magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Grappling Attack. The asura uses two of its arms to attempt to grapple an opponent it can reach, the target must make a DC 24 Strength saving throw, or be grappled until it can make a DC 24 Strength saving throw, or until the asura releases its grip. The asura does not regain the use of arms used to grapple an opponent until the grapple is released.
Blazing Gaze (Costs 2 Actions). The asura emits a beam of blinding light out from its normally permanently closed eyes, in a line 10 ft. wide and 90 ft. long. Creatures in this area must make a DC 23 Constitution saving throw or take 9 (2d8) radiant damage and being blinded until the end of the asura's next turn.
Description
Vaguely humanoid giant creatures composed of pure radiance, and with ten great arms, the Asura is a terrifying titan of radiant power. Rarely seen outside their home planes, asuras, when summoned to the material bring their terrifying arms to bear, capable of causing earthquakes with their bare hands, and setting out a blinding light when it opens its eyes.
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