Rakshasa
Medium Outsider (Native) — CR 10
Rakshasa is a D&D 3.5 monster from MM, p. 211. CR 10, HD 7d8+21 (52 hp).
- Hit Dice
- 7d8+21 (52 hp)
- Initiative
- +2
- Speed
- Land 40 ft
- Armor Class
- 21, touch 12, flat-footed 19
- Base Attack / Grapple
- +7/+8
- Attack
- Claw +8 melee (1d4+1)
- Full Attack
- 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
- STR
- 12
- DEX
- 14
- CON
- 16
- INT
- 13
- WIS
- 13
- CHA
- 17
- Fort / Ref / Will
- +8 / +7 / +6
- Challenge Rating
- 10
- Alignment
- Always Lawful-Evil
- Organization
- Solitary
- Treasure
- Standard coins; double goods; standard items
- Environment
- Marshes
- Level Adjustment
- +7
- Spell Resistance
- 27
- Caster Level
- 7
Special Abilities
Feats
This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger’s fur and its tiger head.
Description
Some say rakshasas are the very embodiment of evil. Few beings are more malevolent.
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn’t detract from the creature’s manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
Combat
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid arrow; 3rd—haste, suggestion.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.