Raktavarna
Creature 1 — rakshasa, spirit, unholy
ShadeFlankerLANDVERTICALAQUATICrakshasaspiritunholy
Raktavarnas are simple rakshasa incarnations of betrayal and assassination, often existing to test the mettle of those who were treacherous or poisonous in a previous life. They typically appear as a snake with blood-red eyes and oversized fangs, though they just as often appear in the guise of a sword or a piece of jewelry. Rakshasas are primordial, divine beings who serve as incarnations of all that is foul within creation, born the moment that the concepts of good and evil were first conceiv
Source: pathfinder-monster-core
Perception +6; darkvision
Languages common, diabolic, sakvroth, chthonian, empyrean
Skills athletics +6, deception +7, diplomacy +7, stealth +7
Str
+1
Dex
+4
Con
+2
Int
+1
Wis
+1
Cha
+2
AC 16
Fort +5
Ref +9
Will +6
+2 status to all saves vs. divine magic
HP 20
Weaknesses holy 3
Speed 20 feet, climb 20 feet, swim 20 feet
Offense
Melee Fangs (agile, finesse, reach-0, unholy) +9, Damage 1d6+1 piercing plus Raktavarna Venom
Abilities
+2 Status to All Saves vs. Divine Magic —
Knowledge of Delusion — A creature that fails a Recall Knowledge check or a Perception check to Sense Motive on a rakshasa is Off-Guard until the end of its next turn.
Betraying Bite — A raktavarna gains a +2 bonus to Strikes against any creature that is holding it.
Change Shape (concentrate, occult, polymorph) — The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object.
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.
Designate Master — The raktavarna spends 10 minutes on an invocation alongside another creature. That creature becomes the raktavarna's master until the raktavarna dies or Dismisses the effect. The master gains the Master's Eyes activity as long as the bond lasts.
Master's Eye
Master's Eye
Raktavarna Venom (poison) — Saving Throw DC 16 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage and Stupefied 1 (1 round)
Stage 2 1d4 poison damage and Stupefied 2 (1 round)
Maximum Duration 6 rounds
Stage 1 1d4 poison damage and Stupefied 1 (1 round)
Stage 2 1d4 poison damage and Stupefied 2 (1 round)
Divine Innate Spells DC 16, attack +8
4th Read Omens
1st Charm, Command
Cantrips (4th) Detect Magic
WORKS WELL WITH
AnvilLANDA durable frontline body keeps attention away from the disguised infiltrator setting up an ambush.
SnareLANDA controller pins a target so the poison's stupefying stacks build before it can retreat.
SniperLANDA ranged attacker finishes off a target left reeling from the venom's stupefied condition.
PUNISHES
✖ low Perception✖ isolated targets✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Raktavarna in the encounter builder — free, no install.
Open in PathfinderGM →