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Asura, Andhaka, the Forsaken God of Blood and Shadow

Andhaka
Create

Andhaka is a twisted and forsaken being, born from the essence of a slain god and forever marked by torment. Its humanoid form is strikingly unnatural—its grayish-bronze skin seems to shimmer faintly in the dim light, and its limbs are elongated, lending it a disturbing, almost insectoid appearance. Most unsettling are its eyes—gouged out in an ancient ritual, leaving only empty, bleeding sockets that drip incessantly with dark, thick blood. This grotesque mutilation is often concealed beneath tattered cloaks or veils, as Andhakas disguise themselves as beggars or criminals in mortal realms to avoid suspicion. Their unsettling, blood-streaked faces send a chill through anyone who dares to look upon them.

Behaviorally, Andhakas are driven by an insatiable hatred for the divine, though their anger is not mindless. These creatures are calculating, scheming, and possess a deep sense of bitterness. The memories of their former omnipotence and immortality weigh heavily upon them, pushing them into relentless action against gods, their servants, and all those who uphold divine power. Though they are bound by a twisted code of vengeance, Andhakas are not entirely irrational—they are adept manipulators, skilled in using deception and psychological warfare to achieve their goals.

Andhakas thrive in the most desolate and infernal environments, often found in the deepest pits of Hell or forgotten ruins where dark magic swirls. Their connection to the plane of Asuras fuels their strength, and they are rarely seen outside their native realms unless on a mission of retribution or vengeance. Occasionally, they may infiltrate mortal domains, using the shadows as their allies and executing their plans from behind the veil of secrecy.

Their modus operandi is one of relentless pursuit and ruthlessness. Andhakas are expert combatants, wielding deadly khopeshes with precision, and they can siphon life force from healing magic to prolong their own existence. In battle, they use hit-and-run tactics, draining the vitality of their enemies and fleeing when necessary to recover and strike again. Their Lifeleech Aura ensures that any attempt to heal their foes often ends up fortifying them instead. Additionally, they are notorious for using their Second Chance ability, allowing them to return to life once they are slain, ensuring that their enemies’ efforts to destroy them are often in vain.

At their core, Andhakas are motivated by a singular, relentless desire for vengeance. They seek not only to topple the gods but to punish the divine for the betrayal they believe they suffered. Their eternal suffering has twisted their psyche, making them agents of chaos and hatred, determined to burn everything that represents the divine and reclaim a power they once knew. Ultimately, their existence is one of bitterness and regret, constantly chasing the unattainable—a return to their lost state of godhood and immortality.


  • Andhaka 5e
  • Andhaka Pathfinder
Andhaka, Forsaken Asura
Create

Large Fiend (Asura), Lawful Evil


Armor Class 18 (natural armor)
Hit Points 240 (20d10 + 120)
Speed 40 ft., fly 60 ft. (hover)


STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)16 (+3)18 (+4)16 (+3)

Saving Throws Dex +9, Con +10, Wis +9, Cha +8
Skills Intimidation +13, Perception +14, Stealth +9
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Blindsight 60 ft., Passive Perception 24
Languages Infernal, Telepathy 120 ft.
Challenge 17 (18,000 XP)


TRAITS

  • Regeneration. The Andhaka regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Andhaka takes radiant damage, this trait doesn’t function at the start of its next turn.
  • Lifeleech Aura. Any creature within 30 feet of the Andhaka that casts a healing spell or uses a healing ability must succeed on a DC 18 Wisdom saving throw or have the healing effect siphoned by the Andhaka, healing it instead.
  • Profane Armor. The Andhaka gains a +3 bonus to AC and resistance to all damage except radiant and force damage.
  • Second Chance (Recharge 5–6). When the Andhaka is reduced to 0 hit points, it can use its reaction to heal for 50 hit points and immediately take an action. This ability can only be used once per day.

ACTIONS

  • Multiattack. The Andhaka makes three melee attacks: two with its Khopesh and one with its Claw attack.
  • Khopesh. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) slashing damage, plus 7 (2d6) necrotic damage. A target hit by this weapon must succeed on a DC 18 Constitution saving throw or have their maximum hit points reduced by an amount equal to the necrotic damage taken.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 6) slashing damage, plus 7 (2d6) necrotic damage.
  • Blood Curse (Recharge 6). The Andhaka curses one creature it can see within 60 feet. The target must succeed on a DC 18 Constitution saving throw or suffer 4d6 necrotic damage and have disadvantage on their next attack roll. If the target is reduced to 0 hit points by this curse, it is permanently marked by Andhaka’s malice and is unable to be healed by non-magical means until a Greater Restoration or similar magic is used on it.
  • Summon Asura Minions (1/Day). The Andhaka can summon 1d4 Aghasura (small Asura-like creatures) to its side. These minions remain for 1 hour or until slain.
  • Mind Rend (Recharge 5-6). The Andhaka targets one creature it can see within 60 feet. The target must succeed on a DC 19 Intelligence saving throw or take 6d10 psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

SPELLCASTING

The Andhaka is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Andhaka has the following spells prepared:

  • Cantrips (at will): Thaumaturgy, Eldritch Blast, Chill Touch, Minor Illusion
  • 1st level (4 slots): Disguise Self, Command, Witch Bolt, Cause Fear
  • 2nd level (3 slots): Mirror Image, Hold Person, Misty Step
  • 3rd level (3 slots): Counterspell, Fear, Bestow Curse
  • 4th level (3 slots): Greater Invisibility, Phantasmal Killer
  • 5th level (2 slots): Dominate Person, Cloudkill
  • 6th level (1 slot): True Seeing
  • 7th level (1 slot): Plane Shift

LEGENDARY ACTIONS

The Andhaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Andhaka regains spent legendary actions at the start of its turn.

  • Claw Attack. It makes one claw attack.
  • Blood Drain. The Andhaka targets one creature within 30 feet. The target must succeed on a DC 18 Constitution saving throw or take 2d6 necrotic damage, and the Andhaka regains hit points equal to the damage dealt.
  • Terrifying Glare (Costs 2 Actions). The Andhaka locks eyes with a creature it can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

TACTICS

  • Opening Attack: It opens combat by using its Mind Rend to disorient a powerful enemy or caster, preventing them from acting effectively.
  • Control the Battlefield: It uses Greater Invisibility and Counterspell to control spellcasters, targeting enemies who are casting buffs or trying to engage from a distance. The Lifeleech Aura forces enemies to be careful with healing spells, often tempting them into using them on their allies only to be siphoned away by the Andhaka.
  • Summon Minions: If overwhelmed, the Andhaka will summon Aghasura Minions to create chaos and assist in taking down weakened foes. These minions often target back-line spellcasters and healers.
  • Blood Curse & Mind Rend: The Andhaka will Blood Curse a key target, especially one who is low on hit points, to deal devastating damage and ensure they can’t be healed. Afterward, it uses Mind Rend to follow up with a powerful psychic assault on another target.
  • Second Chance: If reduced to 0 hit points, the Andhaka activates Second Chance, healing for 50 hit points and using its reaction to take an action. If this happens, the Andhaka often retreats to reposition itself before continuing the assault.
  • Legendary Actions: The Andhaka uses Claw Attack and Blood Drain to chip away at its enemies while staying mobile. It reserves Terrifying Glare for when enemies seem poised to overwhelm it or to break a concentrated frontline of adventurers.

ENVIRONMENTAL INTERACTIONS

The Andhaka thrives in dark, corrupted environments like ruined temples, forgotten crypts, or barren wastelands. Its actions are often motivated by a desire to bring ruin to places sacred to gods and mortals alike, feeding on the suffering of the devout. Its lifeleech aura works best in places with dense crowds or magical energy, turning healing magic into a weapon against its foes.

Andhaka 1
Create

This humanoid figure has grayish-bronze skin and slightly elongated limbs. A bandage is tied around its eyes, soaked through with blood.

Taken from Creature Codex

Also known as forsaken ones, the first andhaka were created when ancient humanoids were infused with the essence of a slain god. These unfortunate souls were plagued with memories of omnipotence and immortality, but their bodies and minds revolted against these tormenting sensations. In becoming forsaken, the andhaka ritually cut out their own eyes and turned their backs on the gods, joining the ranks of the asuras.

Andhakas hate the divine like all asuras do, but they are more proactive with their hatred, scheming to slay powerful servants of the gods, clerics and other outsiders alike. Andhakas are very difficult to kill, siphoning off healing magic from their enemies and even returning to life when slain. An andhaka that uses its second chance ability often flees battle, as their limited immortality can run out.

An andhaka varies in height and weight as humans do. Although they are capable of rapid regeneration, their eyes have never grown back from their original loss. Their empty sockets forever leak blood, leading andhakas in mortal realms to disguise themselves as beggars and criminals to excuse their mutilation.


Andhaka              CR 15

XP 51,200
LE Medium outsider (asura, evil, extraplanar, lawful)

Init +10; Senses blindsight 100 ft., Perception +31

Aura elusive (75 ft.), lifeleech (30 ft.)

Defense

AC 31, touch 21, flat-footed 25(+6 Dex, +10 natural, +5 profane)

hp 225 (18d10+126); regeneration 10 (good weapons and effects)

Fort +18, Ref +12, Will +17

DR 15/good; Immune curses, disease, gaze attacks, poison, visual effects, illusions and attacks depending on sight; Resist acid 10, electricity 10; SR 26

Defensive Abilities profane armor,second chance

Offense

Speed 30 ft., fly 60 ft. (good)

Melee +2 khopesh +26/+21/+16 (1d8+10 plus bleed/19-20×2) and +2 khopesh +26 (1d8+10 plus bleed/19-20)

Special Attacks bleed (1d8), dual wielder

Spell-like Abilities CL 18th, concentration +23

Constant—fly

At will—greater teleport, mind thrust III (DC 18), unholy blight (DC 19)

3/day—greater inflict pain (DC 22), greater oneiric horror (DC 20), quickened mind thrust III (DC 18)

1/day—bilocation, blasphemy (DC 22), psychic crush IV (DC 23), summon (level 6, 2 aghasura, 50%), waves of exhaustion

Statistics

Str 27, Dex 23, Con 25, Int 18, Wis22, Cha 20

Base Atk +15; CMB +23 (+27 disarm or trip); CMD 39 (41 vs disarm or trip)
Feats Combat Expertise, Greater Disarm, Greater Trip, Improved Critical (khopesh), Improved Disarm, Improved Initiative, Improved Trip, Quicken SLA (mind thrust III), Weapon Focus (khopesh)

Skills Acrobatics +27,Bluff +26, Disguise +23, Escape Artist +22, Fly +27, Intimidate +26, Knowledge (arcana, religion) +24, Perception +31, Sense Motive +27, Use Magic Device +23; Racial Modifiers +6 Escape Artist, +4 Perception
Languages Common, Infernal, telepathy 100 ft.

Ecology

Environment Hell

Organization solitary, pair or party (3-6)Treasure double standard (two +2 khopeshes, other treasure)

Special Abilities

  • Dual Wielder (Ex) An andhaka does not take a penalty to attack and damage rolls when wielding two weapons.
  • Lifeleech Aura (Su) Any time a healing spell or effect is used within 30 feet of an andhaka, the user must succeed a DC 26 caster level check or have the spell or effect heal the andhaka instead. In the case of area of effect abilities, such as mass cure light wounds or a cleric’s channel energy, the spell or effect does not affect the intended targets on a failed caster level check.
  • Profane Armor (Su) An andhaka gains a profane bonus to its Armor Class equal to its Charisma modifier
  • Second Chance (Su) When an andhaka is reduced to 0 hit points or fewer, it immediately heals 5d8+18 points of damage, as if targeted by a breath of life spell. As with breath of life, this can heal the andhaka even if the damage would kill the andhaka, as long as the damage healed exceeds its maximum negative hit points (-25 hp for an average andhaka). The andhaka can use this ability once a week.

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