Raja Rakshasa
Creature 10 — fiend, rakshasa, unholy
Pre-Remaster content. May include legacy alignment.
When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms. More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-k
Source: pathfinder-bestiary (Pre-Remaster)
Perception +19
Skills deception +23, diplomacy +21, intimidation +21, occultism +18, performance +19, stealth +20
Str
+4
Dex
+6
Con
+4
Int
+2
Wis
+1
Cha
+5
AC 30
Fort +19
Ref +21
Will +18
HP 155
Resistances physical (except piercing) 10
Weaknesses holy 10
Speed 35 feet
Offense
Melee Kukri +23, Damage 2d6+10 slashing
Melee Fangs +20, Damage 2d12+10 piercing
Melee Claw +22, Damage 2d8+10 slashing
Abilities
+2 Status to All Saves vs. Magic —
+3 Status to All Saves vs. Divine Magic —
Scoff at the Divine — The raja rakshasa can't Scoff at the Divine for 1d4 rounds.
Change Shape (concentrate, occult, polymorph) — The raja rakshasa takes on the appearance of any Medium humanoid. This doesn't change the raja rakshasa's Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
Change Shape
Disturbing Vision (concentrate, mental, occult) — The raja rakshasa's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become Sickened 1 (and Stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end.
Spells
Hallucination (rank 5)
Shadow Blast (rank 5)
Clairvoyance (rank 4)
Fly (rank 4)
Suggestion (rank 4)
Clairaudience (rank 3)
Mind Reading (At Will) (rank 3)
Nondetection (rank 3)
Vampiric Touch (rank 3)
Blur (rank 2)
Dispel Magic (rank 2)
Dispel Magic (rank 2)
Dispel Magic (rank 2)
Hideous Laughter (rank 2)
Invisibility (rank 2)
Charm (rank 1)
Detect Magic (rank 1)
Ghost Sound (rank 1)
Illusory Object (rank 1)
Item Facade (rank 1)
Mage Hand (rank 1)
Read Aura (rank 1)
Sigil (rank 1)
Run Raja Rakshasa in the encounter builder — free, no install.
Open in PathfinderGM →