Hard to hit. When standing and unrestrained, attacks against asura have disadvantage unless is is adjacent to two or more enemies.
Evasion. When the Asura is subjected to an effect that allows a saving throw for half damage, it automatically takes half damage and negates all damage on a success.
Stunning Strikes. When you critically hit a creature, that creature must make a DC 17 constitution saving throw or be stunned until the start of your next turn.
Reactive. The asura can make two reactions per round.
Multiattack. The Asura makes four unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) Bludgeoning damage.
Whirling Stike. The Asura sweeps his staff in a 360° circle. Each creature within 10 feet of it must make a DC 17 dexterity saving throw. On a failure creatures take 4d8 Bludgeoning damge and are knocked prone. On a success they take half damage and are not knocked prone.
Deflect Energy. When the Asurat takes acid, cold, fire, lightning or force damage, it can use its reaction to deflect it. When it does so, the damage it takes is reduced by 1d10+12
Parry. The Asura adds 5 to its AC against one melee attack that would hit it. To do so, the Asura must see the attacker.
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