Tormentors of mind and body, asakku revel in performing foul and despicable acts, driving men insane with their maddening winds, and pulling apart victims’ bodies with their wicked claws. These irredeemable qualities have drawn the attention of Pazuzu and other paragons of evil, and have earned the asakku a dreadful reputation.
AC 19; touch 13, flat-footed 16 (+3 Dex, +6 natural)
Str 16, Dex 19, Con 16, Int 12, Wis 14, Cha 21
An asakku is constantly surrounded by a maelstrom of buffeting winds. Anyone making a ranged attack against an asakku takes a –8 penalty to his or her attack rolls. An asakku can dismiss or resume its aura as a free action.
Creatures within a 30-foot radius of an asakku are assaulted by a vortex of maddening wind. Any creature listening to the strains of this wind must make a DC 19 Will save or take 1d4 points of Wisdom damage. A new save must be made every round that a creature remains within the radius, but a successful save renders a creature immune to the wind’s effects for 24 hours. A creature reduced to 0 Wisdom slips into a comatose-like nightmare from which it cannot awaken. An asakku can dismiss or resume its aura as a fee action. Maddening winds is a sonic mind-affecting effect to which deaf creatures and other asakku are immune. The save DC is Charisma-based.
The asp-like tail of an asakku is coated with powerful supernatural venom that it can deliver with a strike:
Asakku Lash Poison (Su) Lash—injury; save Fort DC 18, frequency 1/round for 6 rounds, effect 1d2 Int, cure 2 consecutive saves;
Creatures affected by this poison appear feverish and can’t focus their thoughts. The save DC is Constitution-based.
Once per day, a group of three or more asakku can spend a full-round action to summon a NE large air elemental with maximum hit points and a +2 morale bonus to attack and damage rolls. This ability is equivalent to a 9th-level spell and the asakku must be within 30 feet of each other to use it
Environment tropical mountains and hills
Organization solitary or aerie (2–12)