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A pair of spiked fiends, interwoven through bodily cavities and impaling limbs, spin in a dance with their twin curved knives.
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.
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 innocents—including 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.
Dance of Disaster
Whenever an adhukait hits with a melee attack during an attack action, it can move 10 feet (3 m) before making its next attack. The adhukait’s normal speed does not limit this movement—it can move 10 feet after any successful hit among actions, as long as it has another action to make. This allows disengagement automatically, ans if it is moving it can use its dance to evade.
Regenerates 5 hits per location per round, vs all attacks bar those made by good weapons or spells. It also has 5 extra AP vs all non good weapons (added to its 6 basic AP)
Resists Acid and electricity by reducing damage of each by 10. Also has magic resistance at 60%
Spell-Like Abilities (Intensity 8)
At will—feather fall, greater teleport (self plus 50 lbs. of objects only), spider climb
3/day—blink, blur, mirror image, spike growth
1/day—summon (1 adhukait 35%)
Spike Growth (160 square feet, 8 hour duration)
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of damage for each 5 feet of movement through the spiked area to each limb in contact with the ground. (Most boots only provide 1 AP and metal ones only get 1/4 rounded up AP due to flexibility needs)
Any creature that takes damage from this spell must also succeed on an opposed Evade roll or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on an opposed first aid roll against the spell.
Note: Magic traps are hard to detect. To use the Perception skill to find a spike growth the roll must by opposed and also formidable (hard if cast by a ranger) Spike growth can’t be disabled.
telepathy 100 ft.
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