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Adhukait by AlexAlexandrov on DeviantArt
Source: Pathfinder d20pfsrd.com
A pair of spiked fiends,
interwoven through bodily cavities and impaling limbs, spin in a dance with
their twin curved knives.
|Adhukait CR 7|
LE Medium outsider (asura, evil, extraplanar, lawful)
Init +3; Senses all-around vision, Darkvision 60 ft.; Perception +19
Aura elusive (30 ft.)
|AC 20, touch 14,
flat-footed 16 (+3 Dexterity, +1 Dodge, +6 natural)
hp 76 (9d10+27); regeneration 5 (good weapons, good spells)
Fort +6, Ref +11, Will +9; dual mind, +2 vs. enchantments
DR 5/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 18
|Speed 40 ft.
Melee 2 mwk kukris +15/+10 (1d4+5/18-20), 2 claws +9 (1d4+2)
Special Attacks dance of disaster
Spell-Like Abilities (CL 6th; Concentration +9)
1/daysummon (level 4, 1 adhukait 35%)
Dance of Disaster (Su)
Whenever an adhukait
hits with a melee attack during a full-attack action, it can move 10 feet
before making its next attack. The adhukait's normal speed does not limit
this movementit can move 10 feet after any successful hit among
its four attacks, as long as it has another attack to make.
Dual Mind (Su)
An adhukait is a single creature with two distinct minds, so it can attempt two saving throws against mind-affecting effects. If either saving throw succeeds, the mind-affecting effect fails to affect the adhukait.
Environment any (Hell)
Known also as the twinned ones, adhukaits are warrior asuras, specialized at quick raids designed for theft, assassination, or kidnapping. An adhukait is adept at infiltration and escape. In killing, the fiend is brutally efficient unless it wishes to prolong pain to demoralize or enrage its enemies.
Although an adhukait appears to be two connected creatures, it is one entity with two minds. The creature's personality and purpose is as unified as its bizarre form. An adhukait is 6 feet tall. It weighs 330 pounds.
Adhukaits prefer desolate spots as lairs, especially those that recall past terror or sorrow. In such dens, they keep trophies from their engagements as focuses for meditation and objects of study. Adhukaits also keep treasures stolen from temples and holy places. While at rest, adhukaits remain near any ill-gotten items to ensure no meddling magician can locate the lost objects.
Legend holds that the first
adhukaits emerged from the shattered remains of two godlike brigands. These
burglars, their names long since lost to history, attempted to raid a celestial
hall. The resident deity and his or her servants slew the thieves, crushed their
bodies together into one, and hurled their remains to the earth. As their crumbling,
entwined bodies struck the world, they caused terrible earthquakes and tsunamis
that slew thousands of innocentsincluding many worshipers of the headstrong
deity who accidentally caused the devastation. The first adhukaits grew from
the shattered, mingled remains of these brigands, rising from the blasted crater
to serve the asuras as elite soldiers.
Copyright Notice - Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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