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Pathfinder Second Edition

Compendium

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Raja Rakshasa

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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-knit families that work together to bring down mortal Cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja Family works together to achieve a shared goal, infighting and treachery among their own is a constant threat.

Attributes

Raja Rakshasa

Creature 10

LEMediumFiend, Rakshasa
  • Perception19; darkvision
  • LanguagesCommon, Infernal, Undercommon
  • Skills deception 23 diplomacy 21 intimidation 21 occultism 18 performance 19 stealth 20
  • Str4Dex6Con4Int 2Wis1Cha5
  • Items +1 striking kukri
  • AC 30 Fort19Ref21Will18 (+2 status to all saves vs. magic, +3 status to all saves vs. divine magic)
  • HP 155 Weaknessesgood 10 Resistancesphysical 10 (except piercing)
  • Scoff at the Divine TriggerA creature within 30 feet casts a divine spell or uses a divine ability. Requirements: The raja rakshasa has an unexpended spell slot that can be used to cast dispel magic. Effect: The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can’t Scoff at the Divine for 1d4 (1d4) rounds.
  • Speed35 feet,
  • Melee kukri 23 (agile, finesse, magical, trip) Damage2d6+10 slashing fangs 20 (agile, magical) Damage2d12+10 slashing claw 22 (agile, finesse, magical, trip) Damage2d8+10 slashing
  • Prepared Spells DC 31 attack —; dispel magic (x—) hallucination (x—) shadow blast (x—) clairvoyance (x—) dispel magic (x—) fly (x—) suggestion (x—) clairaudience (x—) dispel magic (x—) nondetection (x—) vampiric touch (x—) blur (x—) hideous laughter (x—) invisibility (x—) charm (x—) illusory object (x—) item facade (x—)
  • Cantrips detect magic ghost sound mage hand read aura sigil
  • Change Shape (concentrate, occult, polymorph, transmutation) 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.
  • Disturbing Vision (concentrate, enchantment, 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 (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; 5th (3 slots) dispel magic, hallucination, shadow blast; 4th (4 slots) clairvoyance, dispel magic, fly, suggestion; 3rd (4 slots) clairaudience, dispel magic, nondetection, vampiric touch; 2nd (4 slots) blur, hideous laughter, invisibility; 1st (4 slots) charm, illusory object, item facade; Cantrips (5th) detect magic, ghost sound, mage hand, read aura, sigil
  • Occult Innate Spells DC 31; 3rd mind reading (at will)