Asura, Adhukait, the Twinned Blade of Ruin
“Two minds, one twisted body—watch your back as the Adhukait dances through shadows with blades drawn and vengeance fused into its flesh.”

The Adhukait is a horrifying fusion of two humanoid figures, their bodies grotesquely intertwined through exposed joints and cavities. Their sinewy flesh twists unnaturally, spiked bones protruding where limbs meet, and twin curved kukris gleam from their hands. Their faces, locked in eternal grimace, share a single pair of glowing eyes—one mind reflected in two forms, constantly moving in a deadly, synchronized dance.
Behavior:
Adhukaits move with eerie grace, their every step part ritual, part menace. Despite their chaotic appearance, they operate with chilling unity and precision, communicating silently through a shared consciousness. They delight in torment, prolonging suffering when it serves their purpose but never wasting energy on needless cruelty. Their ritualistic combat style blends agility with brutality, striking swiftly and slipping away before foes can recover.
Habitat:
Adhukaits favor desolate, sorrow-stained locales—abandoned temples, battle-scarred ruins, or blasted craters where past horrors echo. They are often found guarding caches of stolen relics or ancient trophies, using these items as foci for dark meditation. Their lairs exude a palpable aura of dread, warding off would-be intruders with lingering memories of fear and despair.
Modus Operandi:
As specialists in raids and assassinations, Adhukaits infiltrate enemy strongholds under cover of darkness or chaos. Using their innate teleportation and agility, they slip past defenses, dispatching targets with swift, surgical strikes. Their dance-like combat style confuses and disorients opponents, while their dual minds allow them to resist mental attacks. After a successful raid, they vanish, leaving behind only whispered rumors and missing persons.
Motivation:
Born from the shattered remains of divine thieves, Adhukaits are driven by a deep-seated hunger for vengeance and chaos. They serve as elite soldiers for the asuras, seeking to sow discord and destruction in the name of their dark patrons. Their cruelty is both a punishment and a reminder of their own cursed existence—twice condemned, eternally bound, and fiercely loyal to the asuran cause.
Adhukait 5e
Adhukait, Pathfinder
Adhukait

Medium fiend (asura), lawful evil
Armor Class: 18 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 18 (+4) | 14 (+2) | 16 (+3) | 16 (+3) |
Saving Throws: Dex +8, Wis +7, Cha +7
Skills: Acrobatics +8, Stealth +8, Perception +7, Intimidation +7
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 17
Languages: Common, Infernal, Telepathy 60 ft.
Challenge: 8 (3,900 XP)
Traits
Dual Mind. The Adhukait has two independent minds. It can make two saving throws against effects that target only one creature’s mind (such as charm or fear). If either saving throw succeeds, the Adhukait is unaffected.
Elusive Dance. When the Adhukait takes the Attack action, it can move up to 10 feet without provoking opportunity attacks immediately after any melee hit it scores.
Regeneration. The Adhukait regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t exposed to sunlight or radiant damage. If it takes radiant damage or damage from a weapon or spell with the good property, it doesn’t regain hit points at the start of its next turn.
Actions
Multiattack. The Adhukait makes four attacks: two with its Twin Kukris and two with its Claws.
Twin Kukris. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage. The Adhukait can replace the slashing damage on one kukri attack per turn with 7 (2d6) psychic damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) slashing damage.
Dance of Disaster (Recharge 5–6).
The Adhukait performs a deadly, acrobatic combat dance for 1 minute. While active, it can make one additional melee weapon attack whenever it takes the Attack action. After each successful melee hit, it can move up to 10 feet without provoking opportunity attacks.
Spellcasting
The Adhukait is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:
- At will: Feather Fall, Spider Climb, Greater Invisibility (self only)
- 3/day each: Blink, Blur, Mirror Image, Spike Growth
- 1/day: Summon Fiend (summons one CR 4 or lower fiend, such as a barbed devil or imp)
Legendary Actions
The Adhukait can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Quick Slash. The Adhukait makes one kukri attack.
- Teleport Step (Costs 2 Actions). The Adhukait teleports up to 30 feet to an unoccupied space it can see.
Tactics
The Adhukait excels at hit-and-run tactics, teleporting into battle, striking with a flurry of precise attacks, then slipping away before foes can retaliate. It uses Mirror Image and Blur to confuse enemies while relying on its regeneration and resistances to endure. Against spellcasters or ranged threats, it attempts to isolate and swiftly eliminate targets, controlling the battlefield with Spike Growth and avoiding harm through Blink. Summoning fiendish allies is reserved as a last resort or to cover a tactical withdrawal.
Adhukait

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. It weighs 330 pounds.
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 innocentsincluding 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.
Adhukait CR 7 |
XP 3,200 LE Medium outsider (asura, evil, extraplanar, lawful) Init +3; Senses all-around vision, Darkvision 60 ft.; Perception +19 Aura elusive (30 ft.) |
DEFENSE |
AC 20, touch 14, flat-footed 16 (+3 Dexterity, +1 Dodge, +6 natural) hp 76 (9d10+27); regeneration 5 (good weapons, good spells) Fort +6, Ref +11, Will +9; dual mind, +2 vs. enchantments DR 5/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 18 |
OFFENSE |
Speed 40 ft. Melee 2 mwk kukris +15/+10 (1d4+5/18-20), 2 claws +9 (1d4+2) Special Attacks dance of disaster Spell-Like Abilities (CL 6th; Concentration +9) 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 (level 4, 1 adhukait 35%) |
STATISTICS |
Str 20, Dex 17, Con 17, Int 13, Wis 16, Cha 16 Base Atk +9; CMB +14; CMD 28 Feats Combat Reflexes, Dodge, Lightning Reflexes, Mobility, Nimble Moves Skills Acrobatics +15 (+19 when jumping), Bluff +15, Escape Artist +21, Intimidate +11, Knowledge (planes) +9, Perception +19, Perform (dance) +14, Stealth +15; Racial Modifiers Acrobatics (+4 when jumping), +6 Escape Artist, +4 Perception Languages Common, Infernal; telepathy 100 ft. Nimble Moves Skills Acrobatics +15 (+19 when jumping), Bluff +15, Escape Artist +21, Intimidate +11, Knowledge (planes) +9, Perception +19, Perform (dance) +14, Stealth +15; Racial Modifiers Acrobatics (+4 when jumping), +6 Escape Artist, +4 Perception Languages Common, Infernal; telepathy 100 ft. |
SPECIAL ABILITIES |
Dance of Disaster (Su) Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet 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 its four attacks, as long as it has another attack to make. Dual Mind (Su) An adhukait is a single creature with two distinct minds, so it can attempt two saving throws against mind-affecting effects. If either saving throw succeeds, the mind-affecting effect fails to affect the adhukait. |
ECOLOGY |
Environment any (Hell) Organization solitary, pair, or band (3-12) |
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, b Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.