Garadasura
Level 11Attacks
Abilities
50 feet. A garadasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. If the garadasura has the holy trait, all allied creatures within the area gain a +1 status bonus to AC and saving throws. If the garadasura has the unholy trait, all unallied creatures that enter this area must succeed at a DC 30 will save or spend their next action to move toward the garadasura's location. If the garadasura moves, the efect ends for all currently affected creatures.
Saving Throw DC 30 fortitude
Maximum Duration 6 rounds
Stage 1 3d6 poison damage and Slowed 1 (1 round)
Stage 2 4d6 poison damage and Slowed 2 (1 round)
Stage 3 6d6 poison damage and Paralyzed for 1 hour
(2d6+7)[bludgeoning], DC 30 fortitude
The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 10 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification.
The garadasura Strides or Swims up to half its Speed, pulling any creatures it has Grabbed with it.
Large, (2d10+9)[bludgeoning], Rupture 30
Garadasuras are massive ophidian spirits who hold to duties of guardianship and butchery. Many are former naga who have given up on their role of stewards of reality and instead turned their efforts to reversing the act of creation. Garadasuras often continue the duties they had as naga but can also turn destructive, rampaging with the force of an entire poisonous legion.