Fine jewelry and clothing accentuate this tiger-headed figure’s striped fur and formidable fangs.
Mythic Rakshasa CR 12/MR 5
Speed 40 ft.
Melee +1 kukri +16/+11 (1d4+6/15–20), bite +5 (1d6+3), claw +10 (1d4+5)
Special Attacks detect thoughts, modify memory, mythic power (5/day, surge +1d8), wild arcana
Spells Known (CL 7th; concentration +12)
4th (5)—charm monster (DC 19), dimension door
3rd (7)—lightning bolt M (DC 18), suggestion M (DC 18), vampiric touch
2nd (7)—acid arrow, invisibility M, minor image (DC 17), mirror image
1st (8)—charm person (DC 16), mage armor, magic missile M, shield, silent image M (DC 16)
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, mending, message, prestidigitation
M Mythic spell
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 21
Base Atk +10; CMB +13; CMD 34
Feats Combat Expertise M, Dodge, Improved Critical (kukri), Improved Initiative M, Weapon Finesse M
Skills Bluff +22, Diplomacy +18, Disguise +26, Perception +14, Perform (any one) +18, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid; alter self), mythic spellcasting
A rakshasa can detect thoughts as the spell (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 3 rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a successful DC 20 Will save. The save DC is Charisma-based.
A mythic rakshasa can expend one use of mythic power as a swift action to modify the memory of a creature whose mind it is reading, as the modify memory spell (CL 18th). The creature can resist with a successful DC 20 Will save. The save DC is Charisma-based.
A mythic rakshasa gains an insight bonus to its AC against creatures whose minds it can read.
It doesn’t need to use its detect thoughts ability to gain this bonus. The rakshasa doesn’t gain this bonus against creatures that are mindless or whose minds can’t be read (such as from a mind blank spell).
Organization solitary, pair, or cult (3–12)
Treasure double (+1 kukri, other treasure)
A mythic rakshasa is a natural mind reader and uses its abilities to tempt great heroes into failure and ruin—all toward to ultimate goal of seeding an entire civilization’s destruction.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.