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    Ashura 阿修羅

    Huge fiend (demon), chaotic neutral

    Armor Class 18 (natural armor)

    Hit Points 218 (19d12 + 95)

    Speed 40 ft.

    STR 21 (+5) · DEX 18 (+4) · CON 20 (+5) · INT 14 (+2) · WIS 16 (+3) · CHA 15 (+2)

    Saving Throws Str +10, Dex +9, Con +10, Wis +8, Cha +7

    Skills Acrobatics +9, Athletics +10, Insight +8, Perception +8

    Damage Vulnerabilities radiant

    Damage Resistances cold, fire; bludgeoning, piercing, and slashing from non-magical attacks

    Condition Immunities charmed, frightened

    Senses darkvision 120 ft., passive Perception 18

    Languages Abyssal, Celestial, Common, Infernal; telepathy 120 ft.

    Challenge 13 (10,000 XP)

    Traits

    Multi-headed. Ashura has three heads. He has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

    Six Arms. Ashura can wield up to six weapons and can’t be disarmed unless all six hands are empty.

    Pain-Fueled Agility. For every 25 hit points of damage Ashura has taken (cumulative), his speed increases by 10 feet and his weapon attacks deal an extra 2 (1d4) damage.

    Berserker Unmasking. When Ashura is reduced to 109 hit points or fewer, his central mask shatters. For the next 3 rounds, he has advantage on all attack rolls and deals an extra 7 (2d6) damage with each attack, but attack rolls against him have advantage.

    Spiritual Weakness. A creature can use its action to present a holy symbol or mirror, or speak sincere words of compassion audible to Ashura. Ashura must succeed on a DC 17 Wisdom saving throw or be stunned until the end of his next turn. On a success, he is immune to this effect for 24 hours.

    Actions

    Multiattack. Ashura makes three attacks: two Disk attacks (Sun or Moon) and one Arrow Shot.

    Sun Disk. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 14 (2d6 + 5) slashing damage plus 3 (1d6) fire damage.

    Moon Disk. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 14 (2d6 + 5) slashing damage plus 3 (1d6) cold damage. The target’s speed is reduced by 10 feet until the start of Ashura’s next turn.

    Arrow Shot. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is pinned. Until the start of Ashura’s next turn, its speed is 0 unless it or another creature spends an action to pull the arrow free.

    Flare Arc (Recharge 5–6). Ashura sweeps the Sun Disk in a blazing arc. Creatures of his choice in a 15-foot cone must make a DC 18 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save or half as much on a success.

    Frost Crescent (Recharge 5–6). Ashura hurls the Moon Disk along a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 31 (9d6) cold damage on a failed save, or half as much on a success. A creature that fails the save is also slowed as the slow spell until the end of its next turn.

    Reactions

    Wrathful Counter. When a creature within 10 feet of Ashura hits him with an attack, Ashura makes one Sun Disk or Moon Disk attack against that creature.

    Legendary Actions

    Ashura can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

    Move. Ashura moves up to half his speed.

    Disk Strike. Ashura makes one Sun Disk or Moon Disk attack.

    Arrow Shot (Costs 2 Actions). Ashura makes one Arrow Shot.

    Elemental Sweep (Costs 3 Actions). Ashura uses Flare Arc or Frost Crescent if available.

    Lore

    A warlike spirit, a multi-faced, multi-armed demon that embodies rage and battle.

    Ashura is a ferocious warrior-god rooted in a demonic essence. Legends paint him as a red-skinned giant with three faces and six arms. He wears light garb—a short cloak, a celestial mantle, pleated skirt-trousers, chest and wrist ornaments, and plain wooden sandals. Each of his three heads shows a different core emotion. The center face conveys quiet remorse and sorrow, hinting at a buried potential for awakening. The right face bristles with indignation, lip bitten in barely restrained fury. The left face seethes with resentment and envy—the deep source of Ashura’s endless rage.

    Ashura is smart enough for battlefield strategy, yet pride, jealousy, and wrath smother that intellect. He distrusts even allies, since another’s success instantly breeds suspicion.

    From Yokai Bestiary 5E, Book Two, p. 10 · Fern Flower Press