Medium Celestial, Chaotic Good
Armor Class 17 Mithral Breastplate
Hit Points 57 (10d8 + 12)
Speed 30 ft., Fly 60 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws STR +5, CHA +5
Skills Athletics +5, Intimidation +4, Perception +4
Damage Immunities Fire
Condition Immunities Charmed, Petrified
Senses Darkvision 60ft, Truesight 60ft, Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Smite (1/Day). Once per day, when an Asura hits with an attack, it may chose to smite the target if it is a fiend, aberration, fey or, undead. Dealing an additional 2d8 radiant damage on hit.

Innate Spellcasting.The Asura's spellcasting ability is Charisma (spell save DC 13). The Asura can innately cast the following spells, requiring no material components: At will - Detect Evil and Good, Zone of Truth

Magic Resistance. The Asura has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Asura may make 2 melee attacks a turn. Once per turn, the asura may replace one melee attack with a use of Burning Wind

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft, 1 target. Hit: 9 (1d8 + 3) Slashing Damage.

Flaming Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) Slashing damage plus 3 (1d6) Fire damage. 

Burning Wind. All creatures within 15ft of you must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a fail, half as much on a success.

Description

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.

 

Pyroexe

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