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Rakshasa Maharajah

By Titian - Official gallery link, Public Domain, https://commons.wikimedia.org/w/index.php?curid=354569, Rakshasa Maharajah
By Titian – Official gallery link, Public Domain, https://commons.wikimedia.org/w/index.php?curid=354569

Floating serenely with legs crossed over one another, this exquisitely attired being casually examines the curved, long-handled blade in its hands. The face staring contemplatively ahead bears beautiful human features, but from the creature’s neck emerge several fearsome animal heads, each considering a different direction.

Originally posted on Archives of Nethys  

Source Pathfinder #9: Escape from Old Korvosa pg. 86

All rakshasas aspire to power, but there are those for whom this hunger is more than an obsession, it’s a birthright. Legends among rakshasa kind tell of the maharajahs—those rakshasas whose depredations and acts of cruelty have elevated them above others of their kind remaking them as embodiments of every myth, fable, and cautionary tale involving the beast-headed fiends. Accorded the respect and deference of their lessers, maharajahs inspire one emotion that few can in the race: fear.

Rakshasa Maharajah CR 18
Always LE Medium outsider (native)

Init +11, extra initiative; Senses Darkvision 60 ft., all-around vision; Listen +27, Spot +31
DEFENSE
AC 35, touch 17, flat-footed 28 (+7 Dexterity, +18 natural); cannot be flanked

hp 207 (18d8+126)

Fort +18, Ref +18, Will +17

DR 20/good and piercing; SR 30
OFFENSE
Speed 40 ft., Fly 30 ft. (good)

Melee +3 falchion +26/+21/+16/+11 (2d4+10/18-20)

Spell-Like Abilities (CL 15th)

1/day – dominate monster (DC 24)

Spells Known (CL 15th)

7th (5/day) — delayed blast fireball (DC 26), mass hold person (DC 26)  

6th (7/day) — flesh to stone (DC 25), greater dispel magic, mass bull’s strength  

5th (7/day) — dominate person (DC 24), seeming (DC 24), teleport  

4th (7/day) — dimension door, greater invisibility (DC 23), lesser globe of invulnerability, solid fog  

3rd (8/day) — fireball (2; DC 22), slow (DC 22), vampiric touch (DC 22)  

2nd (8/day) — darkness, Misdirection (DC 21), resist energy, see invisibility, touch of idiocy (DC 21)  

1st (8/day) — identify, mage armor, magic missile, obscuring mist, ray of enfeeblement (DC 20)

0 (6/day) — arcane mark, daze (DC 19), detect magic, flare (DC 19), mage hand, message, prestidigitation, read magic, touch of fatigue (DC 19)
STATISTICS
Strength 21, Dexterity 24, Constitution 24, Intelligence 25, Wisdom 22, Charisma 29

Base Atk +18; Grapple +23

Feats Combat Casting, Eschew Materials, Hover, Improved Initiative, Maximize Spell, Quicken Spell, Widen spell

Skills Appraise +28, Bluff +30 (+32 acting), Concentration +28, Decipher Script +28, Diplomacy +36, Disguise +30, Hide +28, Intimidate +32, Knowledge (arcana) +28, Knowledge (nobility and royalty) +28, Listen +27, Search +32, Sense Motive +27, Spellcraft +30, Spot +31, Survival +6 (+8 following tracks)

Languages Common, Vudrani, and five others
SPECIAL ABILITIES
All-Around Vision (Ex)   A rakshasa maharajah’s many heads allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A maharajah rakshasa cannot be flanked.  

Change Shape (Su)   A rakshasa maharajah can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa maharajah retains all its powers, abilities, and spellcasting. A rakshasa maharajah remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa maharajah reverts to its natural form when killed.

A true seeing spell reveals its natural form: a perfect human body with a single human head and a ring of three to five additional animal heads springing from the same neck.  

detect thoughts (Su)   A rakshasa maharajah can continuously use detect thoughts as the spell (caster level 15th; Will DC 25 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.  

Extra Initiative (Su)   At the beginning of an encounter, the rakshasa maharajah rolls twice for initiative. The rakshasa acts normally on the higher of the two initiative counts each round; on the lower initiative count, the rakshasa maharajah may take a single standard action.
ECOLOGY
Environment any

Organization solitary

Treasure double standard plus +3 falchion

Advancement by character class; Favored Class sorcerer

Spells

Rakshasa maharajahs cast spells as 15th-level sorcerers. The save DCs are Charisma based.

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