Asura (CR 8)
Medium Outsider (Chaotic, Extraplanar, and Good)
Alignment: Always chaotic good
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +15, and Spot +15
AC: 26 (+2 Dex, +6 natural, +6 +1 mithral breastplate, +2 +1 buckler), touch 12, flat-footed 24
Hit Dice: 8d8+16 (52 hp); DR: 5/cold iron or evil
Fort +8, Ref +8, Will +8
Speed: 30 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: +1 flaming scimitar +13 melee or claw +11 melee or masterwork composite longbow +11 ranged
Full Attack: +1 flaming scimitar +13/+8 melee or 2 claws +11 melee and +1 flaming scimitar +8 melee or masterwork composite longbow +11/+6 ranged
Damage: +1 flaming scimitar 1d6+4/18-20 plus 1d6 fire, claw 1d8+3/19-20, masterwork composite longbow 1d8+3/x3
Special Attacks/Actions: Burning wind, spell-like abilities
Abilities: Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 17
Special Qualities: immunities, outsider traits, SR 19 (23 against evil spells and spells cast by evil outsiders)
Feats: Alertness; Exalted Spell Resistance; Improved Critical (claw); Weapon Focus (scimitar)
Skills: Concentration +13, Diplomacy +16, Escape Artist +9, Intimidate +14, Knowledge (the planes) +11, Listen +15, Sense Motive +13, Spot +15, Survival +2 (+4 on other planes), and Use Rope +2 (+4 bindings)
Advancement: 9-12 (Medium); 13-18 (Large)
Climate/Terrain: Upper Planes
Organization: Solitary, pair, or host (3-12)
Treasure: No coins or goods; double items
Book of Exalted Deeds
An asura's natural weapons, as well as any weapons it wields, are treated as having the chaotic and good alignments for the purpose of overcoming damage reduction.
Burning Wind (Su): An asura can beat its wings as a standard action and generate a searing wave of heat that deals 2d6 points of damage to all creatures within a 15-foot radius.
Spell-like Abilities: At will - detect good, detect evil, discern lies (DC 15), true seeing; 1/day - holy smite (DC 16), magic against evil (self only), polymorph (self only; humanoid forms only). Caster level 8th. The save DCs are Charisma-based.
Immunities: Asuras are immune to fire, petrification, charms, and compulsions.
Outsider Traits: An asura cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).