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Rakshasa

( Monster Manual v.3.5, p. 211)

Medium Outsider (Native)

Hit dice: 7d8+21 (52 hp)

Initiative: +2

Speed: 40 ft.

Armor class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19

Base Attack/Grapple: +7/+8

Attack: 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: Detect thoughts, spells

Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 feet, spell resistance 27

Saves: Fort +8 Ref +7 Will +6

Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

Skills: Bluff +17, Concentration +13, Diplomacy +7, Disguise (+19 acting) +17, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11

Feats: Alertness, Combat Casting, Dodge

Environment: 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


This being looks like a humanoid tiger garbed in expensive clothes. The body seems mostly human except for a luxurious coat of tiger's fur and its tiger head.

Some say rakshasas are the very embodiment of evil. Few beings are more malevolent.

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. While this doesn't detract from the creature's manual dexterity, it makes a rakshasa look very disturbing to those unfamiliar with the creature. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon.

Combat

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.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as a spell (caster level 18th level; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells: A rakshasa casts spells as a 7th-level sorcerer.
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, magic missile, shield, silent image; 2nd-bear's endurance, invisibility, Melf's 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.

Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks.

*When using change shape, a rakshasa gains and 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.

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