Raja Rakshasa
Creature 10 — fiend, rakshasa, unholy
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDfiend
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; darkvision
Languages common, diabolic, sakvroth
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
Items Kukri
AC 30
Fort +19
Ref +21
Will +18
+2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 155
Resistances physical (except piercing) 10
Weaknesses holy 10
Speed 35 feet
Offense
Melee Kukri (agile, finesse, magical, trip, unholy) +23, Damage 2d6+10 slashing
Melee Fangs (agile, magical, unholy) +20, Damage 2d12+10 piercing
Melee Claw (agile, finesse, magical, unarmed, unholy) +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.
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.
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.
Occult Spontaneous Spells DC 31, attack +23
5th Hallucination, Shadow Blast
4th Clairvoyance, Fly, Suggestion
3rd Clairaudience, Nondetection, Vampiric Touch
2nd Blur, Dispel Magic, Dispel Magic, Dispel Magic, Hideous Laughter, Invisibility
1st Charm, Illusory Object, Item Facade
Cantrips (5th) Detect Magic, Ghost Sound, Mage Hand, Read Aura, Sigil
Occult Innate Spells DC 31, attack +23
3rd Mind Reading (At Will)
WORKS WELL WITH
CrasherLANDCrasher pressures the party while the Shade sows confusion through Change Shape and occult trickery.
WeaverLANDWeaver controls enemy positioning to create flanking opportunities for the Shade's finesse attacks.
AnvilLANDAnvil draws fire away from the Shade, allowing it to set up Disturbing Vision at optimal range.
PUNISHES
✖ low Will✖ divine reliance✖ physical damage
Works well with · Punishes · Pairing advice
Unlock with Tactics
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