Asuras
Asuras — The Encounter
Six-armed demon-god dancing war into the world · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Asuras
Before the gods drew their first breath, the asuras were already old, hewn from the same churning sea of milk and bile that birthed every heaven. They are not demons in the petty sense, but the elder rivals of divinity itself, casting out from the bright courts for refusing to kneel. This one wears six arms as a king wears a crown, for it needs no allies when its own limbs can loose an arrow, hurl a spear, and brandish fire in a single breath. Where it dances, drought follows the cracked earth; where its bow sings, armies forget why they marched and remember only fear. Sages warn that to bargain with an asura is to lose, for it keeps every oath to the letter and the letter alone, twisting devotion into ruin. It does not crave worship. It craves the long war against heaven, and every mortal it draws into that war is merely a stone flung at the gates of the sky.
Run Asuras in Sixty Seconds
- Solo boss. The asura is built to fight a whole party alone. Give it room to dance, high ground to shoot from, and never let it get pinned in a corner where it cannot use Dance of the Asura.
- Open with fear. First round, frighten the party's main damage dealer with the Demon-Fang Bow, then misty step away. A frightened striker that cannot approach is a wasted turn for them.
- Kill-priority is the healer. Point bow-fear and Searing Arrows at whoever keeps the party standing. Six arms means it can lock down one target every single round.
- When bloodied, stop trading blows. Use War-Cry Mantra on recharge for thunder and prone, Dance of the Asura to disengage, and Parrying Arm to shrug the biggest melee hit.
- Three ways to run it: as a temple-guardian solo duel; flanked by its bound yaksha Rakta soaking the first hit each round; or as a rival warlord leading a wave of cultists it shields behind.
Asuras
Large fiend (asura), lawful evil
CR 10 · 5,900 XP · GUIDELINESix-Armed Onslaught. Signature. The asura's six arms let it ply bow, blade, and torch at once. It can make two weapon attacks as part of any Attack action even while wielding a different weapon for each, and it never needs a free hand to draw a weapon or ammunition. Attacks of opportunity it provokes against the asura are made with disadvantage as its whirling limbs ward every angle.
Magic Resistance. The asura has advantage on saving throws against spells and other magical effects.
Innate Casting. The asura's spellcasting ability is Charisma (spell save DC 16, +8 to hit). It can innately cast command, misty step, and scorching ray at will, requiring no material components.
Actions
Multiattack. The asura makes three attacks: one with its Demon-Fang Bow and two with its Spear.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 12 (2d6+5) piercing damage plus 7 (2d6) fire damage.
Demon-Fang Bow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 11 (2d8+2) piercing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the asura until the end of its next turn.
War-Cry Mantra (Recharge 5-6). The asura howls an ancient war-mantra. Each creature of its choice within 30 ft. must make a DC 16 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much on a success. Creatures that fail are also knocked prone.
Bonus Actions & Reactions
Dance of the Asura (Bonus Action). The asura moves up to half its speed without provoking opportunity attacks, weaving between foes in a ritual war-dance.
Parrying Arm (Reaction). When hit by a melee attack, the asura adds 3 to its AC against that attack with a free arm, potentially causing the attack to miss.
Legendary Actions (3/Round)
Spear Strike. The asura makes one Spear attack.
Searing Arrows (Costs 2 Actions). The asura casts scorching ray from its bow, choosing targets it can see within 120 ft.
Whirl of Six Arms (Costs 2 Actions). The asura moves up to its speed and makes one Spear attack against each creature it passes within reach. It provokes no opportunity attacks for this movement.
A crowned, fanged demon-god balanced on one foot atop a lotus throne, six arms fanned wide bearing bow, nocked arrows, spear, and twin guttering torches. Every muscle is locked in the frozen instant of a war-dance, the moment before a thousand-year battle resumes.
Asuras, Bound
Companion · acts on your initiative
Bound · GUIDELINEBlood-Sworn Guard (signature). While within 10 ft. of the asura, Asuras imposes disadvantage on the first attack roll made against the asura each round, throwing itself into the path of the blow.
Actions
Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage.
Reactions
Vengeful Lunge. When the asura takes damage from a creature within 30 ft., Asuras can move up to its speed toward that creature without provoking opportunity attacks.
A squat, broad-shouldered nature-spirit shackled in oath-iron, hauled from a forest shrine to serve as the asura's living shield.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with the Demon-Fang Bow to frighten the loudest hero, then close and stab with the Spear. If the party clusters, hold War-Cry Mantra for two or more bodies. Kill-priority is whoever just landed a crit; it parries them next round.
Lead with War-Cry Mantra if three or more foes bunch, then dance into melee and triple-attack the weakest save. Use the bow's fear on the party's healer. Pair it with skirmishers it can shield behind so it always strikes first.
Run it solo: open by misty-stepping to high ground and loosing Searing Arrows, then Whirl of Six Arms through the clustered front line. Spend legendary actions on Spear Strikes against the spellcaster every turn. When bloodied, fire War-Cry Mantra on recharge and dance to keep its distance from melee burst.
Put Asuras on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Asuras?
Native CR 10 (5,900 XP) at Tier 3. Because it has legendary actions and a strong reaction, it plays up a band as a genuine solo boss for a party of four 11th-to-13th-level characters. Drop it to the Tier 1 or Tier 2 lines for lower levels.
Can Asuras be a companion or ally?
Not easily. The asura is an elder rival of the gods and keeps oaths only to the letter, so any alliance is a trap waiting to spring. If you want it on the party's side, run it as an uneasy temporary pact against a greater heavenly threat, then let the bill come due.
How do I keep the solo fight from being a slog?
Lean on the legendary actions to spread pressure across the table and use Dance of the Asura plus misty step to reposition so the party never gets a full alpha-strike. War-Cry Mantra on recharge keeps the tempo high. If it ends too fast, swap the bound yaksha in to extend the duel.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
The Legend
In Your Campaign
Source Mythology: Asuras draws from ancient mythological traditions, bringing legendary power to your tabletop.
Encounter Design: Use Asuras as a divine patron, a mythic boss encounter, or the centerpiece of a mythology-themed campaign arc. The model's dynamic pose creates immediate dramatic tension at the table.
Campaign Hooks: An ancient temple awakens. A prophecy names Asuras as either savior or destroyer. A cult seeks to summon or bind this mythological power for mortal purposes.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Asuras miniature available in?
Asuras is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Asuras STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Asuras in my D&D or tabletop RPG campaign?
Absolutely. Asuras is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
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