|
Medium Outsider (Native) |
Hit Dice:
|
7d8+21 (52 hp) |
Initiative:
|
+2 |
Speed:
|
40 ft. (8 squares) |
Armor Class:
|
21 (+2 Dex, +9 natural), touch 12, flat-footed 19 |
Base Attack/Grapple:
|
+7/+8 |
Attack:
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Claw +8 melee (1d4+1) |
Full Attack:
|
2 claws +8 melee (1d4+1) and bite +3 melee (1d6) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
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Detect thoughts, spells |
Special Qualities:
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Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27 |
Saves:
|
Fort +8, Ref +7, Will +6 |
Abilities:
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Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17 |
Skills:
|
Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11 |
Feats:
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Alertness, Combat Casting, Dodge |
Environment:
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Warm marshes |
Organization:
|
Solitary |
Challenge Rating:
|
10 |
Treasure:
|
Standard coins; double goods; standard items |
Alignment:
|
Always lawful evil |
Advancement:
|
By character class |
Level Adjustment:
|
+7 |
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a
human.
Rakshasas speak Common, Infernal, and Undercommon.
In close
combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 +
spell level): 0-
detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st-
charm person, mage armor, magic missile, shield, silent image; 2nd-
bear's endurance, invisibility, acid arrow; 3rd-
haste, suggestion.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a
standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A
true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on
Bluff and
Disguise checks. *When using
change shape, a rakshasa gains an additional +10 circumstance bonus on
Disguise checks. If reading an opponent's mind, its circumstance bonus on
Bluff and
Disguise checks increases by a further +4.
Rakshasa characters possess the following racial traits.
- +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
-Medium size.
-A rakshasa's base land
speed is 40 feet.
-Racial Hit
Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit
Dice, a base
attack bonus of +7, and base
saving throw bonuses of Fort +5, Ref +5, and Will +5.
-Racial Feats: A rakshasa's outsider levels give it three feats.
- +9 natural armor bonus.
-Natural Weapons: Bite (1d6) and 2 claws (1d4).
-
Spells: A rakshasa character casts
spells as a 7th-level
sorcerer. If the character takes additional levels of
sorcerer, these levels stack with the rakshasa's base spellcasting ability for
spells known,
spells per day, and other effects dependent on
caster level. A rakshasa character likewise uses the sum of its
racial spellcasting levels and class levels to determine
the abilities
of its familiar.
-Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
-Level adjustment +7.
Find topic in: Equipment, Magic, Rules of the Game |
|
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