Mythic Rakshasa, Maharaja

Mythic Maharaja Rakshasa CR 25/MR 10

XP 1,638,400
LE Medium outsider (mythic, native, shapechanger)
Init +23, extra initiative; Senses all-around vision, darkvision 60 ft., true seeing; Perception +31

DEFENSE

AC 47, touch 24, flat-footed 37 (+4 deflection, +9 Dex, +1 dodge, +23 natural)
hp 450 (20d10+140)
Fort +18, Ref +21, Will +18
Defensive Abilities illusory doubles; second save; DR 20/epic, good, and piercing; SR 40

OFFENSE

Speed 40 ft., fly 30 ft. (good)
Melee +5 keen falchion +33/+28/+23/+18 (2d4+17/15-20), 4 bites +23 (1d6+4)
Special Attacks detect thoughts (DC 32), executioner’s blade, extra initiative, forced reincarnation, mythic power (10/day, surge +1d12), orgiastic revel, psychic bondage, sneak attack +6d6, telepathic revelation
Spell-Like Abilities (CL 18th; concentration +30)

Spells Known (CL 18th; concentration +30)

STATISTICS

Str 27, Dex 28, Con 34, Int 25, Wis 22, Cha 35
Base Atk +20; CMB +28; CMD 52
Feats Blinding Critical, Combat Casting, Critical Focus, Dodge, Improved Critical (falchion), Improved Initiative, Mythic Spell Lore, Quicken Spell, Silent Spell, Spell Focus (illusion), Still Spell
Skills Acrobatics +27 (+31 when jumping), Appraise +25, Bluff +38, Diplomacy +33, Disguise +33, Fly +31, Intimidate +33, Knowledge (arcana, history, nobility, religion) +25, Perception +31, Sense Motive +27, Spellcraft +25, Stealth +30; Racial Modifiers +4 Bluff, +8 Disguise, +4 Perception
Languages Abyssal, Common, Infernal, Undercommon; comprehend languages, tongues
SQ change shape (any humanoid; alter self), mindslaver, rajadhiraja

SPECIAL ABILITIES

Executioner’s Blade (Ex)

When a mythic maharaja confirms a critical hit with its falchion against a non-mythic creature of its own size or smaller, it severs the target’s head as a vorpal weapon. It can use this ability against a mythic creature by expending one use of its mythic power, and against creatures larger than itself if they are prone or denied their Dexterity bonus against it.

Extra Initiative (Su)

When an encounter starts, a maharaja rolls twice for initiative. The maharaja acts normally on the higher of the two initiative counts each round. On the lower initiative count, the maharaja can take a single standard action.

Forced Reincarnation (Su)

As a standard action, a mythic maharaja can cause a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect and grants immunity to this effect for 24 hours.

Those that fail are slain and immediately brought back to life with the spell reincarnate, and are treated as if they had failed a save against the maharaja’s detect thoughts ability for the purpose of its psychic bondage and telepathic revelation abilities.

Illusory Doubles (Su)

When hit by a melee or ranged attack, a mythic maharaja can expend one use of mythic power as an immediate action to replace itself with an illusory duplicate and teleport to any open square within 30 feet of its current position, while creating three additional illusory doubles that appear anywhere it chooses within 30 feet of its former location. The maharaja takes no damage from the attack, which instead destroys the illusory duplicate. Using this ability requires line of effect to the teleportation target square.

These illusory doubles persist for 1 minute, and as a move action the mythic maharaja can command its illusory doubles to move as he directs, though they must remain within 100 feet of him and he must have line of sight to them; otherwise, they remain in their current position. He can treat any of those doubles as his own position for determining line of sight, and he also can cause any spell effect he creates to originate from any of the illusory doubles, as project image, and once per round as a free action he can expend one use of mythic power to teleport to the location of one of his doubles, replacing himself with an illusory double at his former position.

Mindslaver (Su)

Mind-affecting effects created by a mythic maharaja are very difficult to detect or dispel, requiring creatures to roll twice and take the worse result on any die roll made to notice the presence of such an effect, identify its exact nature, or to dispel or otherwise remove it (including rerolling a saving throw to resist or end the effect). Detect magic and other divinations notice a maharaja’s mind-affecting effects only with a successful DC 35 caster level check, though using a mythic divination effect allows the caster to add its mythic rank or tier as a bonus on this check.

Orgiastic Revel (Su)

As a full-round action, a mythic maharaja can call all creatures within a 15-foot-radius spread or a 30- foot cone-shaped spread to shed their garments and hurl themselves headlong into exuberant carnal frivolity. All creatures in the area are stunned for 1 round and staggered for 20 rounds thereafter; creatures succeeding on a DC 32 Will save are staggered for 1 round instead and cannot thereafter be further affected by this effect for 24 hours.

Creatures staggered by this effect must save again every round or be compelled to spend a move action stripping off a worn item (as the shamefully overdressedUI spell) or passionately kissing or caressing the nearest creature (as the unnatural lustUM spell), with an equal chance of either. This is a mind-affecting emotion effect. The save DC is Charisma-based.

Psychic Bondage (Su)

When a creature fails its save against a mythic maharaja’s detect thoughts ability, the maharaja can expend one use of mythic power to establish a mental link with that creature for 24 hours, and can maintain the mindlink by expending one use of its mythic power for each additional 24 hours. At any time, from any distance as long as they are on the same plane, the maharaja can keep track of the target as status, and once per day each he can target the creature with dream, nightmare, suggestion, or mind probeOA (DC 32 for all effects).

Rajadhiraja (Su)

A mythic maharaja is treated as a rajadhiraja, gaining a new spell-like ability usable at will (1st-4th level), 3/day (5th-7th level), or 1/day (8th- 9th level). A typical mythic maharaja might take wish 1/day or limited wish 3/day. In addition, once per day as a standard action a mythic maharaja can restore a creature to life as reincarnate, except that the target must have been dead less than 1 day and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via true resurrection in a new form. Some rajadhirajas slay their own allies in combat, then use this ability to in order to allow the allies to continue the battle in a new body. The new form granted by this effect can be any form within one size category of the dead creature’s original size—the exact form of this new body is chosen by the rajadhiraja.

Use the results listed for the reincarnate spell as guidelines for determining the new body’s physical ability score adjustments.

Spellcasting

A maharaja casts arcane spells as an 18th-level sorcerer.

Telepathic Revelation (Ex)

When a creature fails its save against a mythic maharaja’s detect thoughts ability, as a swift or move action it can learn that creature’s habits and tendencies in combat situations, granting it a +5 insight bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks made against that creature, as well as on weapon attack and damage rolls against it. This bonus also applies on caster level checks and to the save DC of divination and mind-affecting effects it uses against the creature. A mythic maharaja can gain this bonus against up to five creatures at a time; adding a new studied creature causes it to lose knowledge of a previously studied creature of its choice.

ECOLOGY

Environment any
Organization solitary
Treasure double (+5 keen falchion, other treasure)

Impeccably dressed and bedecked in exotic jewelry, this fiend holds an ornate saber in its backward-facing hands.

Each maharaja is unique, the process of its evolution granting it strengths and weaknesses that differentiate the being from all before it. Over its lifetimes, its path teaches it myriad lessons and grants distinctive powers. A typical maharaja is a master of divination, enchantment, and illusion. Other maharajas master various other techniques, such as necromancy or conjuration. As a maharaja continues to grow in malignant might, its powers outstrip those even of its peers. It might ultimately ascend to the rank of rajadhiraja—a king of kings.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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