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PFS StandardRaja Rakshasa

When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms.

More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat.

Recall Knowledge - Fiend (Religion): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

Raja RakshasaCreature 10

Legacy Content

LE Medium Fiend Rakshasa 
Source Bestiary pg. 275
Perception +19; darkvision
Languages Common, Infernal, Undercommon
Skills Deception +23, Diplomacy +21, Intimidation +21, Occultism +18, Performance +19, Stealth +20
Str +4, Dex +6, Con +4, Int +2, Wis +1, Cha +5
Items +1 striking kukri
AC 30; Fort +19, Ref +21, Will +18; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 155; Resistances physical 10 (except piercing); Weaknesses good 10
Scoff at the Divine [reaction] Trigger A creature within 30 feet casts a divine spell or uses a divine ability. Requirements The raja rakshasa has an unexpended spell slot that can be used to cast dispel magic. Effect The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. The raja rakshasa can’t Scoff at the Divine for 1d4 rounds.
Speed 35 feet
Melee [one-action] kukri +23 [+19/+15] (agile, finesse, magical, trip), Damage 2d6+10 slashingMelee [one-action] fangs +20 [+16/+12] (agile, magical), Damage 2d12+10 piercingMelee [one-action] claw +22 [+18/+14] (agile, finesse, magical), Damage 2d8+10 slashingOccult Spontaneous Spells DC 31; 5th dispel magic, hallucination, shadow blast (3 slots); 4th clairvoyance, dispel magic, fly, suggestion (4 slots); 3rd clairaudience, dispel magic, nondetection, vampiric touch (4 slots); 2nd blur, hideous laughter, invisibility (4 slots); 1st charm, illusory object, item facade (4 slots); Cantrips (5th) detect magic, ghost sound, mage hand, read aura, sigil
Occult Innate Spells DC 31; 3rd mind reading (at will)
Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The raja rakshasa takes on the appearance of any Medium humanoid. This doesn’t change the raja rakshasa’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.Disturbing Vision [one-action] (concentrate, enchantment, mental, occult) The raja rakshasa’s eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa’s past lives. Each non-evil creature in the area must succeed at a DC 29 Will save or become sickened 1 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end.

Sidebar - Additional Lore Raja Heads

Raja's heads often resemble those of cats or snakes, but they can also be similar to apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a raja rakshasa possesses symbolizes its personality—a tiger-headed one is stealthy and ravenous, while a boar-headed one might be gluttonous and crude.

All Monsters in "Rakshasa"

NameLevel
Dandasuka5
Maharaja20
Raja Rakshasa10
Raktavarna1

Rakshasa

Source Bestiary pg. 274
Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.

Sidebar - Additional Lore Rakshasa Immortals

Above all rakshasas rule the rakshasa immortals, powerful unique entities who deem themselves deities. These beings include Aksha of the Second Breath, Bundha the Singing Butcher, Dradjit the Godslayer, Kunkarna the Dream Warrior, Mursha the Beastmaster, Otikaya the Spirit Archer, Surpa the Avenger, Zabha the Desecrator, and untold others.

Sidebar - Locations Rakshasa Locations

Rakshasas are one of the few types of fiends native to the Material Plane and aren't typically found on other planes. Instead, most rakshasas live in urban areas where humanoids congregate, supplying these fiends with a variety of mortals to prey upon and bend to their wills, as well as all the luxuries that humanoid society can offer.

Sidebar - Additional Lore Rakshasa Reincarnation

Rakshasas typically reincarnate after their deaths and retain hazy memories of their past lives. Successful and particularly wicked rakshasas take more powerful forms when reborn, while weak rakshasas reincarnate as lesser forms or even fail to reincarnate entirely.