Medium Celestial (Titan), Neutral Good
Armor Class 25 (Natural Armor)
Hit Points 445 (33d8 + 297)
Speed 60 ft., Climb 60 ft., Swim 60 ft.
STR
30 (+10)
DEX
24 (+7)
CON
28 (+9)
INT
20 (+5)
WIS
22 (+6)
CHA
20 (+5)
Saving Throws STR +19, DEX +16, CON +18, INT +14, WIS +15, CHA +14
Skills Athletics +19, History +14, Insight +15, Intimidation +14, Perception +15, Survival +15
Damage Resistances Cold, Fire
Damage Immunities Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 25
Languages all
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Alert. Asura has advantage on initiative rolls. Additionally, he cannot be surprised.

Astral Traveler (Destructor Form only). Asura has the properties of a Spelljamming Helm (albeit he moves 823543 times faster) and a Wildspace Orrery, but he is the only one can benefit from the item's effects (both are immune to dispel magic, antimagic, wild magic, jammerscreams, and dead magic).

Avoidance. If Asura is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Destructor Form (Mythic Trait; Recharges after a Short or Long Rest). If Asura is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, Asura regains 450 hit points. Additionally, for 1 hour, Asura’s size becomes Gargantuan and he becomes immune to forced movement and he gains the benefits of Mantra Activation, and whenever Asura makes a weapon attack, regardless of whether the attack hits or misses, each creature of Asura’s choice within 20 feet of the attack's target other than the target or Asura himself must succeed on a DC 27 Dexterity saving throw or takes half the attack's damage as radiant damage.

Eagle Eye (Destructor Form Only). Asura can see up to 10,000,000 miles away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from him. Additionally, dim light doesn’t impose disadvantage on his Wisdom (Perception) checks.

Eternal Champion. Asura can grapple and shove creatures that are Huge or smaller.

Godly Regeneration. Asura regains 20 hit points at the start of his turn if he has at least 1 hit point (35 while his Destructor Form trait is active). If Asura loses a body part, he causes the missing part to regrow and return to full functionality after 1d6 + 1 days if he has at least 1 hit point the whole time.

Immutable Form. Asura is immune to any spell or effect that would alter his form or passage through time (such as the Slow or Time Stop spells).

Indomitable Might. Asura has advantage on Strength checks and Strength saving throws. Additionally, if the total for a Strength check is less than Asura’s Strength score, he can use that score in place of the total. Finally, when Asura is prone, standing up uses only 5 feet of his movement.

Legendary Resistance (3/Day). If Asura fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Asura’s weapon attacks are magical.

Reactive. Asura can take one reaction on every turn in a combat.

Siege Obliterator. Asura deals ten times as much damage to objects, structures, and vehicles.

Slow Fall. Asura takes no fall damage while he is not incapacitated.

Standing Leap. Asura’s long jump is up to 50 feet and his high jump is up to 20 feet, without a running start.

Unusual Nature. Asura doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Asura can use his Frightful Presence. He then makes five Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage plus 21 (6d6) thunder damage. If the target is a creature, Asura can cause one of the following additional effects (choose one or roll a d6):

1–2: Disarming Strike. The target must succeed on a DC 27 Constitution saving throw or drop one item it is holding (Asura’s choice).

3–4: Forceful Strike. The target must succeed on a DC 27 Strength saving throw or be pushed up to 10 feet directly away from Asura (20 feet if his Destructor Form trait is active).

5–6: Powerful Strike. The target must succeed on a DC 27 Dexterity saving throw or be knocked prone.

Frightful Presence. Each creature of Asura’s choice that is within 120 feet of Asura and aware of him must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Asura’s Frightful Presence for the next 24 hours.

Bonus Actions

Mantra Activation (3/day). Asura enters a rage. The rage lasts for 1 hour or until Asura is incapacitated. While raging, Asura gains the following benefits:

Asura has advantage on Strength checks and Strength saving throws. 

Asura has resistance to acid, force, and necrotic damage and bludgeoning, piercing, and slashing from magical attacks.

Asura gains a fly (hover) speed equal to 180 feet.

Rampage. After Asura reduces a creature to 0 hit points with a melee attack on his turn, he moves up to half his speed and makes an Unarmed Strikes attack.

Reactions

Deadly Reach. In response to a creature entering a space within his Unarmed Strikes reach, Asura makes one Unarmed Strikes attack against that creature.

Deflect Attack. Asura adds 9 to his AC against one weapon attack that would hit him. To do so, Asura must see the attacker.

Deflect Missile. In response to being hit by a ranged weapon attack, Asura deflects the missile. The damage he takes from the attack is reduced by 29 (4d10 + 7). If the damage is reduced to 0, Asura catches the missile if it's a Medium or smaller object and Asura has a hand free.

Shrug It off (Destructor Form only). Asura halves the damage he takes from an attack. He must be able to see the attacker.

Legendary Actions

Asura can take 3 legendary actions (5 while his mythic trait is active), 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. Asura regains spent legendary actions at the start of his turn.

World-Splitting Blow. Asura makes one Unarmed Strike attack or attempts to grapple a creature within his reach.

Fist-Channeled Blast. Asura increases the reach of his unarmed strikes to 120 feet. If the attack hits a creature that isn't within 5 feet of Asura, he deals thunder damage instead of bludgeoning damage.

Mantra Burst (Costs 2 Actions). Asura stockpiles an exceedingly high amounts of mantra in his fist. If Asura hits a creature with his next Unarmed Strike, the damage dealt is doubled.

Adaptive Resistance (Costs 2 Actions). Asura giants resistance to one damage type of his choice, which lasts until the start of his next turn.

Mythic Actions

If Asura's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Destructor Form.

Grand Fissure (Costs 2 Actions). Asura chooses a point within 60 feet of him that he can see. Each creature of Asura’s choice in a 20-foot radius sphere, centered on that point, must succeed on a DC 27 Dexterity Saving Throw or take 22 (4d10) thunder damage and become restrained by a fissure. A creature can repeat the saving throw at the end of it’s turn, ending the effect on a success. A creature can also end the effect on themselves by destroying the fissure. A fissure has 18 AC, 50 hit points, and immunity to necrotic, poison, and psychic damage.

Last Breath (Costs 3 Actions). Asura emits a burst of immensely stockpiled mantra in a 300 foot cone. Each creature of Asura’s choice in that area must succeed on a DC 27 Dexterity saving throw or take 35 (6d10) force damage and be pushed up to 20 feet away from Asura.

Asura’s Wrath (Costs 3 Actions, Recharge 5-6). Asura lets out an aura of pure rage. Each creature of Asura’s choice within 300 feet of him must succeed on a DC 27 Constitution saving throw or take 26 (4d12) psychic damage and gain 1 level of exhaustion. A creature that fault it’s saving throw by 5 or more is also frightened of Asura until the start of it’s next turn.

Monster Tags: NPC

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