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Rakshasa, Tataka

Tataka
Tataka – AI Generated Artwork – NightCafe Creator

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Tataka rakshasas are the least subtle and largest of their kind. They are philosophers and fanatics, loyal servants of the rakshasa immortals. Their familiarity with religion and its trappings makes them excellent corruptors and blasphemers. Such rakshasas might assault sacred sites or rituals directly so as to foil good works and slay holy people. A tataka holds all religions in contempt save the worship of rakshasas, and it openly mocks and assaults any who dare believe otherwise.

Tataka rakshasas are more than zealots, though, and they train from an early age in martial arts – their strikes can break bones as surely as any unarmed strike from a monk or other practitioner of such styles of combat.

A typical tataka is 12 feet tall and weighs 1,300 pounds.


Tataka CR 15
XP 51,200

LE Large outsider (native, rakshasa, shapechanger)

Init +3; Senses Darkvision 60 ft., Scent, true seeing; Perception +19
DEFENSE
AC 28, touch 13, flat-footed 24 (+3 Dexterity, +1 Dodge, +15 natural, -1 size)

hp 225 (18d10+126)

Fort +18, Ref +9, Will +12

DR 15/good and piercing; SR 30
OFFENSE
Speed 40 ft.; air walk

Melee unarmed strike +24/+19/+14/+9 (2d6+7/19-20), bite +19 (1d8+3)

Space 10 ft.; Reach 10 ft.

Special Attacks detect thoughts (DC 24), martial artist

Spell-Like Abilities (CL 15th; Concentration +20)  

Constant – air walk, true seeing  

Spells Known (CL 12th; Concentration +17)  

6th (3/day) – heal  

5th (6/day) – flame strike (DC 20), telekinesis (DC 20)  

4th (7/day) – charm monster (DC 19), dimension door, freedom of movement  

3rd (7/day) – dispel magic, fireball (DC 18), haste, rage  

2nd (7/day) – acid arrow, cure moderate wounds, death knell (DC 17), invisibility, misdirection  

1st (8/day) – command (DC 16), mage armor, magic missile, ray of enfeeblement (DC 16), shield of faith

0 (at will) – acid splash, bleed (DC 15), light, mage hand, mending, message, open/close, prestidigitation, read magic
STATISTICS
Cleave, Improved Critical (unarmed strike), Improved Vital Strike, Power Attack, Vital Strike

Skills Acrobatics +18 (+22 when jumping), Bluff +23, Climb+17, Disguise +26, Intimidate +23, Knowledge (religion) +10, Perception +19, Sense Motive +19, Survival +16, Swim +18; Racial Modifiers +4 Bluff, +8 Disguise

Languages Common, Infernal, Undercommon

SQ change shape (any humanoid; alter self or giant form I)
SPECIAL ABILITIES
Martial Artist (Su)   A tataka’s unarmed strikes deal 2d6 points of damage. If a tataka gains monk levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, whichever is higher. Its unarmed strikes function as lawful and evil weapons for overcoming damage reduction.  

Spells A tataka casts spells as a 12th-level sorcerer. A tataka can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a tataka.
ECOLOGY
Environment any

Organization solitary, pair, patrol (3-6)

Treasure standard

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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