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Habitat: Planar (Nine Hells), Urban; Treasure: Relics

Masters of manipulation, rakshasas infiltrate communities to claim positions of power. While disguising their true natures, they kidnap victims and indulge their insatiable hunger for flesh.

Rakshasas can withstand some degree of magic, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons.

Rakshasas’ appearances combine humanlike bodies with the features of animals and monsters. All rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans.

Traits

Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.

Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Actions

Multiattack. The rakshasa makes three Cursed Touch attacks.

Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.

Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.

Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Fly, Invisibility, Major Image, Plane Shift


Rakshasa

Medium Fiend, Lawful Evil
  • Armor Class 17
  • Hit Points 221 (26d8 + 104)
  • Speed 40 ft.
  • Initiative +8 (18)
STR
14 (2)
DEX
17 (3)
CON
18 (4)
INT
13 (1)
WIS
16 (3)
CHA
20 (5)
  • Saving Throws Str +2, Dex +3, Con +4, Int +1, Wis +3, Cha +5
  • Skills Deception +10, Insight, +8, Perception +8
  • Damage Resistance Piercing damage from weapons wielded by creatures under the effect of a Bless spell
  • Condition Immunities Charmed, Frightened
  • Senses Truesight 60 ft., passive Perception 18
  • Languages Common, Infernal
  • Challenge 13 (10,000 XP)
  • Habitat Planar (Nine Hells), Urban
  • Treasure Relics
  • Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
  • Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Actions


  • Multiattack. The rakshasa makes three Cursed Touch attacks.
  • Cursed Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., One Target. Hit: (2d6 + 5) Slashing damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
  • Baleful Command (Recharge 5–6). *Wisdom Saving Throw:* DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. *Failure:* 28 (or [[8d6]] (8d6)) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.
  • Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift
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