Hārakasura

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Hārakasura is a Level 7 creature, with Armor Class 25 and 130 hit points. A harakasura is a multi armed spirit born from divine failure that fights with four curved blades and supernatural speed.

Hārakasura, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Armor Class: 25 (all-around vision) Telepathy (30 feet) (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. All-Around Vision. This monster can see in all directions simultaneously and therefore can't be flanked. Dual Mind (reaction). Trigger The hārakasura fails a saving throw against a mental effect. Effect The hārakasura shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn. During this time, the hārakasura is Clumsy 2; takes a –10-foot circumstance penalty to their Speed; and can't use Dual Mind, Dance of Destruction, or Reactive Strike. Reactive Strike (reaction). Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Dance of Destruction (1 action). Requirements The hārakasura's last action was a Strike that dealt damage. Effect The hārakasura Strides up to 10 feet and Strikes. Glorious Visage (1 action). The asura sanctifies themselves as either holy or unholy, gaining the trait corresponding to their choice and losing the opposing trait; their strikes, spells, and abilities also gain the trait corresponding to their choice. The asura also gains weakness 5 to the opposing sanctification and loses any weakness to its chosen sanctification. The choice is permanent until the asura uses this ability to change their sanctification. Wound Thief (1 action) (divine). The hārakasura touches an adjacent creature that is taking persistent bleed damage. If the hārakasura has the holy trait, it ends the persistent bleed effect immediately and restores 2d6 Hit Points to the target; this is a healing and vitality effect. If the hārakasura has the unholy trait, it causes the target to immediately take damage equal to its persistent bleed value, and the hārakasura gains temporary Hit Points equal to the damage taken until the start of its next turn.

Common Questions

How much HP does a Hārakasura have?

130 hit points.

What level is a Hārakasura?

Level 7.

What is a Hārakasura's Armor Class?

AC 25.

How fast can a Hārakasura move?

Speed 40 ft.

Use Hārakasura at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Hārakasura into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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