Kimingio
Creature 20 (unique) — rakshasa, spirit, unholy
ShadeFlankerLANDrakshasaspiritunholy
The most iconic rakshasas, raja-krodhas are tiger-headed hunters of mortalkind. They are incarnations of all the malice people try to deny within themselves and instead wrongly ascribe to deadly predators of the wild. Their power and skill inspire fear, but also awe, and it is not unknown for some peoples to treat such a rakshasa as a guardian, if one to be treated with extreme caution. Despite their nature as brutal flesh-eaters, rajas are extremely eloquent and philosophical when they choose
Source: curtain-call-bestiary
Perception +33; darkvision
Languages chthonian, common, diabolic, empyrean
Skills athletics +35, deception +40, diplomacy +38, intimidation +38, performance +36, religion +33, society +34, stealth +35
Str
+7
Dex
+7
Con
+6
Int
+6
Wis
+7
Cha
+10
Items Shortsword, Studded Leather Armor, Silver Key Set With Black Rubies
AC 45
Fort +32
Ref +35
Will +34
+2 status to all saves vs. magic
HP 380
Immunities fear-effects, misfortune-effects, fortune-effects
Weaknesses holy 20
Speed 35 feet
Offense
Melee Fangs (agile, magical, unholy) +35, Damage 3d6+15 piercing plus Grab
Melee Claw (agile, finesse, magical, unarmed, unholy) +35, Damage 3d6+15 slashing
Melee Shortsword (agile, finesse, magical, unholy, versatile-s) +38, Damage 3d6+15 piercing plus 1d6 bleed
Abilities
+2 Status to All Saves vs. Magic —
Knowledge of Delusion — A creature that fails a Recall Knowledge check or a Perception check to Sense Motive on a raja-krodha is Off-Guard until the end of its next turn.
Reassert Fate (divine) —
Change Shape (concentrate, polymorph) — As raja-krodha, but Kimingio can use this ability to appear as a specific individual.
The raja-krodha takes on the appearance of any Medium humanoid. This doesn't change the raja-krodha's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The raja-krodha takes on the appearance of any Medium humanoid. This doesn't change the raja-krodha's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Cruel Majesty (emotion, mental, visual) —
Sneak Attack — Kimingio deals 3d6 extra precision damage to Off-Guard creatures.
Swallow Whole (attack) — Medium, 4d12+15 bludgeoning, Rupture 38
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
Divine Innate Spells DC 42, attack +34
7th Interplanar Teleport
5th Hallucination, Invoke Spirits
4th Clairvoyance, Unfettered Movement
3rd Clairaudience, Crisis of Faith, Haste, Vampiric Feast
2nd Blood Vendetta, Dispel Magic, Invisibility
Cantrips (7th) Detect Magic, Divine Lance
Divine Focus Spells DC 42, attack +34; 2 Focus Points
1st Savor the Sting, Sudden Shift
WORKS WELL WITH
AnvilLANDThe Anvil's sustained melee presence creates the positioning tension the Shade needs to circle for Sneak Attack.
SniperLANDSniper pressure from range forces the priority tension of choosing between the visible threat and the hidden Shade.
PUNISHES
✖ Recall Knowledge✖ Sense Motive✖ fortune effects✖ fear effects
shade
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kimingio in the encounter builder — free, no install.
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