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Rakshasa Rogue 10

Rakshasa Rogue 10 CR 15

XP 38,400
Male rakshasa rogue 10
LE Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +23

DEFENSE

AC 30, touch 21, flat-footed 22 (+3 deflection, +7 Dex, +1 dodge, +9 natural)
hp 280 (20 HD; 10d10+10d8+180)
Fort +14, Ref +21, Will +10
Defensive Abilities evasion, improved uncanny dodge, slippery mind, trap sense +3; DR 15/good and piercing; SR 25

OFFENSE

Speed 40 ft.
Melee +2 kukri +27/+22/+17/+12 (1d4+6/15-20) and claw +19 (1d4+2) and bite +19 (1d6+2)
Special Attacks detect thoughts (DC 26), positioning attack, sneak attack +5d6
Spells Known (CL 7th; concentration +13)

3rd (5/day)fly, lightning bolt (DC 19)
2nd (8/day)invisibility, scorching ray, web (DC 18)
1st (8/day)charm person (DC 17), mage armor, obscuring mist, protection from good, ray of enfeeblement (DC 17)
0th (any)acid splash, arcane mark, detect magic, mage hand, mending, message, prestidigitation (DC 16)

TACTICS

He casts mage armor as soon as the prospect of combat looms (such as hearing his alarms activated). He then uses his third eye to check the various rooms in his palace for intruders, using clairaudience/clairvoyance, if necessary, to watch them. As soon as his foes seem to be drawing near, he casts shield and protection from good. He favors the use of his spells in combat, since he only reverts to his true form if his enemies know of his true nature. Even then, he only relies on his melee attacks if his spells are exhausted or proving useless. He has little interest in risking everything on bad luck—if reduced to less than 50 hit points, he attempts to escape by a combination of invisibility and his boots of speed. If he escapes, he retreats to the Cerulean Society guildhall elsewhere to wait things out—he does not return to vex the PCs. He only stays behind to fight to the death if his enemies show that they know of his true nature—allowing anyone to escape his clutches with this knowledge is the thing he fears the most.

STATISTICS

Str 18, Dex 24, Con 26, Int 14, Wis 11, Cha 22
Base Atk +17; CMB +21; CMD 42
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (kukri), Improved Initiative, Mobility, Skill Focus (Disguise), Spring Attack, Toughness, Weapon Finesse, Weapon Focus (kukri)
Skills Bluff +33, Diplomacy +29, Disguise +43, Intimidate +29, Knowledge (local) +25, Knowledge (nobility) +25, Linguistics +15, Perception +23, Sense Motive +23, Stealth +30; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, +11 additional
SQ change shape (any humanoid, alter self), rogue talents (fast stealth, honeyed words, positioning attack, slippery mind [adv], weapon training), trapfinding +5
Combat Gear wand of illusory script (22 charges), wand of shield (34 charges); Other Gear +2 kukri, belt of mighty constitution +2, ring of protection +3, boots of speed, third eye, ring of keys

SPECIAL ABILITIES

Detect Thoughts (Su)

A rakshasa can detect thoughts as per the spell detect thoughts (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 26 Will save. The save DC is Charisma-based.

Section 15: Copyright Notice

Pathfinder 9: Escape from Old Korvosa. Copyright 2008, Paizo Publishing LLC. Author: Richart Pett