Rakshasa

- Size: Medium
- Type: Fiend
- Alignment: Lawful Evil
- AC: 17
- Initiative: +8 (18)
- HP: 221(26d8+104)
- Speed: 40 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 17 | +3 | +3 |
| CON | 18 | +4 | +4 |
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +3 |
| CHA | 20 | +5 | +5 |
- Skills: Deception +10, Insight +8, Perception +8
- Vulnerabilities: Piercing damage from weapons wielded by creatures under the effect of a Bless spell
- Immunities: Charmed, Frightened
- Senses: Truesight 60 ft.; Passive Perception 18
- Languages: Common, Infernal
- CR: 13 (XP 10,000; PB +5)
Traits
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Actions
Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6+5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5-6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn.
Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Fly, Invisibility, Major Image, Plane Shift
Lore & Background
Rakshasas are fiendish creatures that embody deception, manipulation, and the corruption of civilization itself. These shapeshifting tigers possess backwards hands and an insatiable appetite for power and luxury. Rakshasas are master manipulators who infiltrate mortal society, often positioning themselves as wealthy merchants, influential nobles, or powerful spellcasters while pursuing their own dark agendas.
These creatures are native to the Material Plane but have strong connections to the Lower Planes, drawing power from evil and corruption. Rakshasas are patient and cunning, willing to spend decades building their influence and power base before revealing their true nature.
Combat Tactics
Rakshasas prefer to avoid direct confrontation, using their illusion magic and shapeshifting abilities to confuse enemies. When forced to fight, they rely on their spell resistance and claw attacks while maintaining their disguises as long as possible.
Encounter Ideas
False Identity: A rakshasa has replaced an important political or religious figure. Corrupt Merchant: A rakshasa uses its wealth and influence to spread corruption through trade. Noble Patron: A rakshasa poses as a benefactor while manipulating heroes for its own ends. Ancient Revenge: A rakshasa seeks vengeance against those who exposed or defeated it in the past.
Environmental Effects
Rakshasa presence gradually corrupts the social and political structures around them, increasing greed, betrayal, and moral decay among those they influence.
Treasure
Rakshasas surround themselves with luxury and wealth, collecting fine art, jewelry, magical items, and anything that displays their power and status. They often possess contracts and documents that give them influence over others.
Plot Hooks
The Perfect Crime: A rakshasa orchestrates an elaborate scheme that benefits from chaos and corruption. Social Parasite: A rakshasa has infiltrated high society and is slowly corrupting it from within. Fiendish Contract: A rakshasa offers power and wealth in exchange for souls or services. The Hunt for Truth: Heroes must expose a rakshasa's true identity without being destroyed by its influence.
Lore & Background
Rakshasas are fiendish beings of immense cunning and magical power, cursed with hands that appear backward and an insatiable hunger for power and flesh. These ancient creatures possess the memories and ambitions of evil souls from across the ages, making them master manipulators and schemers. Their natural form combines human features with those of great cats, most commonly tigers, though they excel at magical disguise and illusion.
Born from the souls of those who achieved great evil in life, rakshasas return to the material plane with supernatural charisma and magical abilities that make them formidable opponents. They delight in corruption and often spend decades or centuries building networks of influence, working from the shadows to achieve their dark goals through manipulation rather than force.
Combat Tactics
Rakshasas prefer to avoid direct combat when possible, using their illusion magic to escape or turn enemies against each other. When forced to fight, they rely on their spell-like abilities and natural weapons, particularly their claws which can pierce even magical armor. Their immunity to spells of 6th level and lower makes them nearly invulnerable to most magical attacks.
In battle, rakshasas use charm person and suggestion to turn enemies into allies, while employing mirror image and other illusions to confuse attackers. They leverage their flight ability to maintain distance and their magical resistance to shrug off most spells, preferring to weaken enemies through psychological warfare and magical manipulation.
Encounter Ideas
1. The Noble Patron A charming aristocrat secretly harbors a rakshasa nature, using their position to influence local politics and feed on unwilling victims. The party must uncover the truth while navigating high society and avoiding the creature's many charmed allies and servants.
2. Carnival of Illusions A traveling carnival led by a disguised rakshasa preys on small towns, using elaborate illusions to hide their true nature while selecting victims from the crowds. The party must expose the truth without causing a panic among the innocent entertainers and townspeople.
3. The Corrupt Temple A rakshasa has infiltrated a religious order, slowly corrupting the faith from within while using the temple's resources to further their schemes. The party must root out the fiend without destroying the legitimate religious community that surrounds it.
4. Merchant Prince A powerful rakshasa operates a trading empire, using their wealth and influence to manipulate entire kingdoms. The party becomes involved when their activities threaten economic stability or they seek to acquire artifacts for dark purposes.
Environmental Effects
- Aura of Deception: Areas under rakshasa influence become suffused with illusion magic, making it difficult to distinguish reality from fantasy
- Corrupted Servants: The fiend's charm abilities create networks of willing servants who believe they're helping a benefactor
- Magical Interference: The creature's spell immunity creates dead zones where certain magical effects simply fail to function
- Psychological Pressure: Prolonged exposure to a rakshasa's presence causes paranoia and distrust among groups
Treasure
- Noble's Wealth (5000-15000 gp): Accumulated riches from decades of manipulation and influence
- Magical Disguise Items (2000-5000 gp): Rings, amulets, and clothing that enhance illusion magic
- Blackmail Material (varies): Compromising information on powerful individuals, potentially worth more than gold
- Ancient Artifacts (varies): Magical items collected across multiple lifetimes of scheming
- Rakshasa Claw (1000 gp): Single claw that retains some magical properties for enchantment purposes
Plot Hooks
1. The False Identity The party discovers that a beloved public figure they've been working with is actually a rakshasa in disguise. They must decide whether to expose the truth immediately or investigate the extent of the creature's influence and plans.
2. Reincarnation Cycle A rakshasa the party previously defeated has returned in a new incarnation, remembering their past encounter and seeking revenge. The fiend has spent years preparing for this confrontation, gathering resources and allies to ensure victory.
3. The Hungry Ghost Reports of mysterious disappearances lead to a rakshasa that has been feeding on victims in a major city. The creature uses its position in high society to select targets and avoid suspicion, making investigation dangerous and complex.
4. Web of Lies The party becomes entangled in a rakshasa's century-spanning scheme involving multiple kingdoms, trade routes, and political alliances. Unraveling the truth requires careful investigation while avoiding the creature's many agents and pawns.