Rakshasa

Medium Fiend, Lawful Evil

AC 17     Initiative +8 (18)
HP 221 (26d8 + 104)
Speed 40 ft.

Ability Scores
STR 14 (+2) Save +2    DEX 17 (+3) Save +3    CON 18 (+4) Save +4
INT 13 (+1) Save +1    WIS 16 (+3) Save +3    CHA 20 (+5) Save +5

Skills Deception +10, Insight +8, Perception +8
Damage Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell
Condition Immunities Charmed, Frightened
Senses Truesight 60 ft.; Passive Perception 18
Languages Common, Infernal
CR 13 (XP 10,000; PB +5)

Traits

  • Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects. Additionally, spell attack rolls automatically miss it. No spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment without its permission.
  • Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it immediately revives in the Nine Hells with all hit points restored.

Actions

  • Multiattack. The rakshasa makes three Cursed Touch attacks.
  • Cursed Touch. Melee Attack Roll: +10, reach 5 ft.
    Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. The target is cursed. While cursed, it gains no benefit from finishing a Short or Long Rest.
  • Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot emanation from the rakshasa.
    Failure: 28 (8d6) Psychic damage, and the target is Frightened and Incapacitated until the start of the rakshasa’s next turn.

Spellcasting. The rakshasa casts spells using Charisma (spell save DC 18), requiring no material components:

DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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