LE Medium outsider (asura, evil, extraplanar, lawful)
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +23
Aura elusive (50 ft.)
AC 24, touch 21, flat-footed 16 (+7 Dex, +1 dodge, +3 insight, +3 natural)
hp 114 (12d10+48); regeneration 5 (good weapons, good spells)
Fort +12, Ref +11, Will +15
Defensive Abilities improved evasion; DR 10/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 20
Speed 50 ft.
Melee mwk longsword +20/+15/+10 (1d8+6/19-20), mwk spear +19 (1d8+6/x3), mwk kukri +19 (1d4+6/18-20) or 6 slams +18 (1d4+6)
Special Attacks infused weapons, multiweapon mastery
Spell-Like Abilities (CL 9th; concentration +13)
At will—disguise self, greater teleport (self plus 50 lbs. of objects only), feather fall, see invisibility, spider climb
3/day—deeper darkness, levitate, rainbow pattern (DC 18)
1/day—haste, hold monster (DC 18*), summon (level 4, 2 adhukaits 45% or 1 upasunda 20%)
Upasundas never surrender to foes and rarely flee from battle. They hope to increase in skill and wisdom or die in battle. On either path lies evolution toward a greater understanding of destruction in its countless forms.
Str 22, Dex 24, Con 19, Int 15, Wis 24, Cha 19
Base Atk +12; CMB +18 (+20 grapple); CMD* 36 (38 grapple)
Feats Cleave, Combat ReflexesB, Deflect ArrowsB, Dodge, Great Cleave, Improved GrappleB, Mobility, Power Attack, Spring Attack
Skills Acrobatics +19 (+27 when jumping), Bluff +16, Diplomacy +13, Escape Artist +25, Intimidate +16, Knowledge (arcana) +8, Knowledge (planes) +14, Perception +23, Perform (dance) +16, Sense Motive +19, Stealth +19; Racial Modifiers +8 Acrobatics when jumping, +6 Escape Artist, +4 Perception
Languages Common, Infernal; telepathy 100 ft.
Infused Weapons (Su)
In addition to being evil and lawful, weapons an upasunda wields are considered to be magic for the purposes of overcoming damage reduction.
Multiweapon Mastery (Ex)
An upasunda takes no penalties when fighting with multiple weapons.