Maharaja
Creature 20 (rare) — fiend, rakshasa, unholy
Pre-Remaster content. May include legacy alignment.
WeaverShadeLANDAERIALfiendrakshasa
The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of other powerful and wicked rakshasas. The birth of a new maharaja rakshasa is a momentous occasion, and less powerful rakshasas will seek to curry favor with the new maharaja at an early age. Each maharaja rakshasa is unique and boasts their own selection of spells. All are generally humanoid save for their many heads, which always number at least four
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +37; darkvision
Languages chthonian, common, diabolic, sakvroth; tongues
Skills acrobatics +33, arcana +33, deception +41, diplomacy +38, intimidation +38, Lore (any three) +33, occultism +35, religion +35, society +35
Str
+8
Dex
+9
Con
+7
Int
+7
Wis
+7
Cha
+10
Items Falchion
AC 45 (all-around vision)
Fort +31
Ref +33
Will +35
+2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 320
Resistances physical (except piercing) 20
Weaknesses holy 20
Speed 40 feet, fly 30 feet
Offense
Melee Falchion (forceful, sweep, unholy) +38, Damage 3d10+16 slashing plus 3d6 mental
Melee Fangs (agile, unholy) +34, Damage 4d6+14 piercing
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
+2 Status to All Saves vs. Magic —
+3 Status to All Saves vs. Divine Magic —
Reflect Spell (occult) — On a success, the maharaja turns the spell back on its caster. The reflected spell affects only the caster, even if it's an area spell or would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.
Autonomous Spell — Frequency once per round
Trigger a foe's turn begins
Effect The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-rank or lower occult spontaneous spells that normally takes 2 actions or fewer to cast.
Trigger a foe's turn begins
Effect The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-rank or lower occult spontaneous spells that normally takes 2 actions or fewer to cast.
Change Shape (concentrate, occult, polymorph) — The maharaja takes on the appearance of any Medium humanoid. This doesn't change their 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, and they lose Four-Fanged Assault unless the new form has four or more heads and fangs.
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 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.
Four-Fanged Assault — The maharaja makes four fangs Strikes, each against a different target. These Strikes count as only one attack for the maharaja's multiple attack penalty, and the penalty doesn't increase until after they have made all four attacks.
Occult Spontaneous Spells DC 47, attack +39
10th Fabricated Truth
9th Foresight, Overwhelming Presence, Telepathic Demand, Weird
8th Discern Location, Maze, Mind Blank, Prismatic Wall
7th Possession, Project Image, Reverse Gravity
6th Repulsion, Scrying, True Seeing, Vampiric Exsanguination
5th Crushing Despair, False Vision, Shadow Blast, Shadow Walk
4th Confusion, Dimension Door, Modify Memory, Read Omens
3rd Enthrall, Haste, Haste, Hypercognition, Nondetection
2nd Darkness, Dispel Magic, Dispel Magic, Dispel Magic, Dispel Magic, Dispel Magic, Dispel Magic, Dispel Magic, Misdirection, See Invisibility
1st Magic Missile, Sanctuary, True Strike, Ventriloquism
Cantrips (10th) Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Shield
Occult Innate Spells DC 47, attack +39
6th Dominate
5th Tongues (Constant)
4th Clairvoyance (At Will)
3rd Clairaudience (At Will), Mind Reading (At Will)
WORKS WELL WITH
CrasherLAND / AERIALWeaver forces clumped enemy positioning with area spells, giving the Crasher priority targets for devastating blows.
AnvilLAND / AERIALWeaver debuffs and autonomous spellcasting shift action economy while the Anvil controls tempo on the front line.
FlankerLAND / AERIALWeaver draws enemy attention with autonomous spells, creating positioning advantages for flanking maneuvers.
PUNISHES
✖ flanking✖ spellcasting✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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