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Raja RakshasaCreature 10


LEMediumFiendRakshasa
Source Pathfinder Bestiary
Perception +19 (darkvision)
Languages Common, Infernal, Undercommon
Skills Deception +23, Diplomacy +21, Intimidation +21, Occultism +18, Performance +19, Stealth +20
Str +4, Dex +6, Con +4, Int +2, Wis +1, Cha +5

AC 30; Fort +19; Reflex +21; Will +18; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 155
Speed 35 feet
Weaknesses Good 10
Resistances Physical 10

Kukri One Action +23 (+19, +15) to hit (agile, finesse, magical, trip) 2d6+10 Slashing
Fangs One Action +20 (+16, +12) to hit (agile, magical) 2d12+10 Piercing
Claw One Action +22 (+18, +14) to hit (agile, finesse, magical) 2d8+10 Slashing

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.

+2 Status to All Saves vs. Magic+3 Status to All Saves vs. Divine MagicScoff at the Divine Reaction

Trigger A 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 rounds.

Change Shape One Action (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 One Action (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 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.

Effect: Disturbing Vision


Occult Spontaneous Spells (DC 31, +23 to hit)

Cantrips (5th Level): Detect Magic, Ghost Sound, Mage Hand, Read Aura, Sigil
1st Level (4 slots): Charm, Illusory Object, Item Facade
2nd Level (4 slots): Blur, Dispel Magic (3x), Hideous Laughter, Invisibility
3rd Level (4 slots): Clairaudience, Nondetection, Vampiric Touch
4th Level (4 slots): Clairvoyance, Fly, Suggestion
5th Level (3 slots): Hallucination, Shadow Blast

Occult Innate Spells (DC 31, +23 to hit)

3rd Level: Mind Reading (At Will)


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.


Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.