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Bestiary‎ > ‎Monster Lists and Details‎ > ‎-R-‎ > ‎

Rakshasa

This figure's backward-bending fingers and its bestial, snarling visage leave little doubt as to its fiendish nature.
Rakshasa
CR 10
XP 9,600
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +8
DR 15/good and piercing; SR 25
OFFENSE
Speed 40 ft.
Melee +1 kukri +16/+11 (1d4+4/15–20), claw +10 (1d4+1), bite +10 (1d6+1)
Special Attacks detect thoughts
Spells Known (CL 7th)
3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
2nd (7/day)—acid arrow, invisibility, minor image
1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image
0—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation
STATISTICS
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Weapon Finesse
Skills Bluff +20, Diplomacy +16, Disguise +24, Perception +14, Perform +16, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid, alter self)

SPECIAL ABILITIES

Detect Thoughts (Su)

A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.