Elite Raja Rakshasa

Elite Raja Rakshasa

Creature 11

Perception +21; darkvision

Languages Common, Infernal, Undercommon

Skills Deception +25, Diplomacy +23, Intimidation +23, Performance +21, Occultism +20, Stealth +22

Str +4, Dex +6, Con +4, Int +2, Wis +1, Cha +5

Items +1 striking kukri

AC 32; Fort +21, Ref +23, Will +20; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic

HP 175; Weaknesses good 10, Resistances physical 10 (except piercing)

Scoff at the Divine 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

. Effect The raja rakshasa expends a spell slot that could be used to cast and attempts to counteract the triggering spell or ability. The raja rakshasa can’t Scoff at the Divine for 1d4 rounds.

Speed 35 feet

Melee kukri +25 (agile, finesse, magical, trip), Damage 2d6+12 slashing

Melee fangs +22 (agile, magical), Damage 2d12+12 piercing

Melee claw +24 (agile, finesse, magical), Damage 2d8+12 slashing

Occult Spontaneous Spells DC 33 (+4 dmg); 5th (3 slots)

, , ; 4th (4 slots) , , , ; 3rd (4 slots) , , , ; 2nd (4 slots) , , ; 1st (4 slots) , , ; Cantrips (5th) , , , ,

Occult Innate Spells DC 33 (+4 dmg); 3th

(at will)

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.

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 31 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.

Raja Rakshasa

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 

 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.