Taken from Creature Codex
This humanoid figure has grayish-bronze skin and slightly elongated limbs. A bandage is tied around its eyes, soaked through with blood.
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
LE Medium outsider (asura, evil, extraplanar, lawful)
Init +10; Senses blindsight 100 ft., Perception +31
Aura elusive (75 ft.), lifeleech (30 ft.)
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
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
At will—greater teleport, mind thrust III (DC 18), unholy blight (DC 19)
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.
Organization solitary, pair or party (3-6)Treasure double standard (two +2 khopeshes, other treasure)
- 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.