CREATURE 10
Perception +19; darkvision
Languages Common, Infernal, Undercommon
Skills Deception +23, Diplomacy +21, Intimidation +21, Occultism +18, Performance +19, Stealth +20
Str +4 Dex +6 Con +4 Int +2 Wis +1 Cha +5
Items +1 striking kukri
AC 30; Fort +19, Ref +21, Will +18; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 155; Weaknesses good 10; Resistances physical 10 (except piercing)
Scoff at the Divine Trigger A creature within 30 feet casts a divine spell or uses a divine ability. Requirements The raja rakshasa has an unexpended spell slot that can be used to cast dispel magic. Effect The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can't Scoff at the Divine for 1d4 rounds.
Speed 35 feet
Melee kukri +23 (agile, finesse, magical, trip), Damage 2d6+10 slashing
Melee fangs +20 (agile, magical), Damage 2d12+10 piercing
Melee claw +22 (agile, finesse, magical), Damage 2d8+10 slashing
Occult Spontaneous Spells DC 31; 5th (3 slots) dispel magic, hallucination, shadow blast; 4th (4 slots) clairvoyance, dispel magic, fly, suggestion; 3rd (4 slots) clairaudience, dispel magic, nondetection, vampiric touch; 2nd (4 slots) blur, hideous laughter, invisibility; 1st (4 slots) charm, illusory object, item facade; Cantrips (5th) detect magic, ghost sound, mage hand, read aura, sigil
Occult Innate Spells DC 31; 3rd mind reading (at will)
Change Shape (concentrate, occult, polymorph, transmutation) The raja rakshasa takes on the appearance of any Medium humanoid. This doesn't change the raja rakshasa's Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
Disturbing Vision (concentrate, enchantment, mental, occult) The raja rakshasa's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end.
Open Raja Rakshasa in the interactive creatures list or browse all creatures starting with R.