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Rakshasa, Marai

This finely robed and nimble fiend has six colorful vipers in place of arms, and a long, forked tongue in its fanged mouth.

Marai CR 8

XP 4,800
LE Medium outsider (native, rakshasa, shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 94 (9d10+45)
Fort +8, Ref +11, Will +9
DR 10/good and piercing; SR 23

OFFENSE

Speed 40 ft.
Melee 7 bites +14 (1d4+2 plus confusion)
Ranged 6 energy bolts +14 touch (1d8 plus special)
Special Attacks detect thoughts (DC 18), energy bolts

Spells Known (CL 5th; concentration +9)

2nd (5/day)invisibility, scorching ray
1st (7/day)charm person (DC 15), jump, mage armor, magic missile
0 (at will)bleed (DC 14), detect magic, ghost sound (DC 14), mage hand, open/close, read magic

STATISTICS

Str 14, Dex 21, Con 20, Int 11, Wis 13, Cha 18
Base Atk +9; CMB +11; CMD 27
Feats Dodge, Iron Will, Silent Spell, Still Spell, Weapon Finesse
Skills Acrobatics +14 (+18 when jumping), Bluff +20, Climb +7, Disguise +16, Knowledge (arcana) +8, Perception +10, Sense Motive +12, Spellcraft +8; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid; alter self )

SPECIAL ABILITIES

Confusion (Su)

A creature bitten by a marai’s bite (from either its actual mouth or the snakes it has for hands) must succeed at a DC 19 Will save or become confused for 1 round. The save DC is Constitution-based.

Energy Bolts (Ex)

Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai’s six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.

  • Amethyst Viper: Cold damage plus sickened for 1d4 rounds.
  • Crimson Viper: Fire damage plus burn (1d4, DC 19).
  • Emerald Viper: Acid damage plus nauseated for 1 round.
  • Magenta Viper: Electricity damage plus staggered for 1 round.
  • Turquoise Viper: Sonic damage plus stunned for 1 round.
  • Violet Viper: Force damage plus knocked prone.

Spells

A marai casts arcane spells as a 5th-level sorcerer.

ECOLOGY

Environment any
Organization solitary, pair, cult (3-12)
Treasure standard

Marai are deviant spellcasters first and fiendish corruptors second. If allowed to indulge in their desire for perverse mystical study, most marai are content to serve as part of another rakshasa’s cabal. A solitary marai might pose as a neophyte magician to infiltrate another spellcaster’s abode. If the marai is successful, the master soon becomes either the servant or a corpse.

The possibility of new magical discoveries drives a marai. Morality and compassion never constrain the fiend’s experiments. A marai prefers to torment and exploit mortals who have no idea of the rakshasa’s true nature, and it takes great pleasure in using magical might to bring would-be heroes, especially those who invade its lair, to their knees. Such a game offers a marai enjoyment, however, only if subjects are unaware of the danger or at least unable to oppose it.

A marai is 6 feet tall and weighs 160 pounds. Its serpentine arms render fine manipulation or wielding weapons unfeasible, and so it typically assumes humanoid form when working on experiments that require manual dexterity. A marai unable to do so must rely upon cantrips like mage hand for such tasks—or perhaps the aid of a slave or charmed ally.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.