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RaktavarnaCreature 1


UncommonLETinyFiendRakshasa
Source Pathfinder Bestiary 3
Perception +6 (darkvision)
Languages Common, Infernal, Undercommon
Skills Acrobatics +7, Athletics +6, Deception +7, Stealth +7
Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +2

AC 16; Fort +5; Reflex +9; Will +6; +2 status to all saves vs. divine magic
HP 14
Speed 20 feet (climb 20 feet, swim 20 feet)
Weaknesses Good 3
Resistances Physical 3

Fangs One Action +9 (+5, +1) to hit (agile, finesse) 1d6+1 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.

+2 Status to All Saves vs. Divine MagicChange Shape One Action (concentrate, occult, polymorph, transmutation)

The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object.


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.

Designate Master

A raktavarna can designate a creature as their master using a 10-minute invocation in which the master must participate. The raktavarna can revoke this status at any time.

Master's Eyes

As a 3-action activity with the concentrate trait, a raktavarna's master can observe the world through the raktavarna's eyes, instead of their own. This uses the raktavarna's Perception and darkvision.

Each round, the master must spend a single action, which also has the concentrate trait, to maintain the connection. This ability functions at any range, even on different planes of existence.

If the raktavarna dies while their master is using this ability, the master is Stunned 5.

Raktavarna Venom (poison)

Saving Throw DC 16 fortitude


Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Stupefied 1 (1 round)

Stage 2 1d4 poison damage and Stupefied 2 (1 round)


Occult Innate Spells (DC 16, +8 to hit)

Cantrips (1st Level): Detect Magic
1st Level: Charm, Command
4th Level: Read Omens


The least of all rakshasas, raktavarnas resemble wicked serpents with glowing red eyes and oversized fangs. Often forced into service by mortal conjurers or more powerful rakshasas, raktavarnas frequently act subservient to their masters while secretly plotting to overthrow them.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.