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MaharajaCreature 20


RareLEMediumFiendRakshasa
Source Pathfinder Bestiary 3
Perception +37 (darkvision)
Languages Abyssal, Common, Infernal, Undercommon, Tongues
Skills Acrobatics +33, Arcana +33, Deception +41, Diplomacy +38, Intimidation +38, Lore +33, Occultism +35, Religion +35, Society +35
Str +8, Dex +9, Con +7, Int +7, Wis +7, Cha +10

AC 45 all-around vision; Fort +31; Reflex +33; Will +35; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 320
Speed 40 feet (fly 30 feet)
Weaknesses Good 20
Resistances Physical 20

Falchion One Action +38 (+33, +28) to hit (forceful, sweep) 3d10+16 Slashing + 3d6 Mental
Fangs One Action +34 (+30, +26) to hit (agile) 4d6+14 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

+2 Status to All Saves vs. Magic+3 Status to All Saves vs. Divine MagicReflect Spell Reaction (abjuration, occult)

Trigger A foe Casts a Spell the maharaja knows, and the maharaja rakshasa can see its manifestation


Effect The maharaja expends one of their spell slots to reflect the triggering creature's spell. The maharaja loses their spell slot as if they had cast the triggering spell, and then attempts to counteract it (counteract modifier +37, counteract level 10).

On a success, the maharaja turns the spell back on its caster. The reflected spell affects only the caster, even if it's an area spell or would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Autonomous Spell Free Action

Frequency once per round

Trigger a foe's turn begins


Effect The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-level or lower occult spontaneous spells that normally takes 2 actions or fewer to cast.

Change Shape One Action (concentrate, occult, polymorph, transmutation)

The maharaja takes on the appearance of any Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack, and they lose Four-Fanged Assault unless the new form has four or more heads and fangs.

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.

Four-Fanged Assault One Action

The maharaja makes four fangs Strikes, each against a different target. These Strikes count as only one attack for the maharaja's multiple attack penalty, and the penalty doesn't increase until after they have made all four attacks.


Occult Spontaneous Spells (DC 47, +39 to hit)

Cantrips (10th Level): Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Shield
1st Level (4 slots): Magic Missile, Sanctuary, True Strike, Ventriloquism
2nd Level (4 slots): Darkness, Dispel Magic (7x), Misdirection, See Invisibility
3rd Level (4 slots): Enthrall, Haste (2x), Hypercognition, Nondetection
4th Level (4 slots): Confusion, Dimension Door, Modify Memory, Read Omens
5th Level (4 slots): Crushing Despair, False Vision, Shadow Blast, Shadow Walk
6th Level (4 slots): Repulsion, Scrying, True Seeing, Vampiric Exsanguination
7th Level (4 slots): Possession, Project Image, Reverse Gravity
8th Level (4 slots): Discern Location, Maze, Mind Blank, Prismatic Wall
9th Level (4 slots): Foresight, Overwhelming Presence, Telepathic Demand, Weird
10th Level (1 slots): Fabricated Truth

Occult Innate Spells (DC 47, +39 to hit)

3rd Level: Clairaudience (At Will), Mind Reading (At Will)
4th Level: Clairvoyance (At Will)
5th Level: Tongues (Constant)
6th Level: Dominate


The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of other powerful and wicked rakshasas. The birth of a new maharaja rakshasa is a momentous occasion, and less powerful rakshasas will seek to curry favor with the new maharaja at an early age. Each maharaja rakshasa is unique and boasts their own selection of spells. All are generally humanoid save for their many heads, which always number at least four and can range up to a dozen. One of these heads tends to be humanoid, while the others take the forms of cats, snakes, and other predatory animals.


Rakshasas are evil spirits who cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They often seek to shape and corrupt society from within.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.