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Rakshasa

Medium Fiend (Devil), Lawful Evil

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: 9'1" (XXL)
Lore: Medium (6-7 ft.)
Suggested: Medium

Other Monikers

None

Appearance

Abilities

- Immune to nonmagical weapons
- Limited magic immunity
- Claws inflict curse
- Innate spellcasting

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. 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.

Home Plane

Baator

Stat Block

5th Edition:

- Basic Rules (2014)

- Monster Manual (2014)

- Angry Golem Games

- DnDBeyond

2nd edition:

- Mojobob's Website

Description

(From 5th edition Monster Manual - 2014): 


The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.


Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.


Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants.


Like devils, rakshasas killed in the Nine Hells are forever destroyed.




(From  Monster Manual I 3.5 - 2006):


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 the spell (caster level 18th; 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, mage armor, 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 when killed. A true seeing spell reveals its natural form. 


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


*When using change shape, a rakshasa gains an 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.


Rakshasas as characters: Rakshasa characters possess the following racial traits. 


— +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma. 


—Medium size. 


—A rakshasa’s base land speed is 40 feet.

 

—Darkvision out to 60 feet.


—Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. 


—Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks). 

—Racial Feats: A rakshasa’s outsider levels give it three feats. 


— +9 natural armor bonus. 


—Natural Weapons: Bite (1d6) and 2 claws (1d4). 


—Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier. 


—Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. For example, a rakshasa 2nd-level sorcerer has the same spells known, spells per day, and caster level as any other 9thlevel sorcerer. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar. 


—Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.


—Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon. 


—Favored Class: Sorcerer. 


—Level adjustment +7.





(From AD&D 2nd edition Monstrous Manual - 1993):


Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity. No one knows where these creatures originate; some say they are the embodiment of nightmares.


Rakshasas stand 6 to 7 feet tall and weigh between 250 and 300 pounds. They have no uniform appearance but appear as humanoid creatures with the bodily features of various beasts (most commonly tigers and apes). Hands whose palms curve backward, away from the body, seem to be common. Rakshasas of the highest standing sometimes have several heads. All rakshasas wear human clothing of the highest quality.


Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the fighting ability of their children. There are 1-3 females per male.

Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question.


Rakshasas wage war on humanity constantly, not only to feed themselves but because they believe that battle is the only way to gain honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant.


A rakshasa’s life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to deceive and manipulate them, but are brave and forthright in battle.


As spirits, rakshasas are virtually immortal. They produce a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who would avenge their victims. Rakshasa essence can be an ingredient in a potion of delusion.


About 15% of all rakshasas are greater rakashasas or ruhks, (knights). These warriors are the guardians of a rakshasa community. They are hit only by magical weapons of +2 or better; any weapon below +4 inflicts only half damage against them. Their spells are cast at 9th level of ability.


About 15% of all rakshasa ruhks are rakshasa rajahs, or lords. Each rajah is the leader (patriarch) of his local clan. These rulers of rakshasadom have the same abilities as a ruhk, but also have the spell casting abilities of both a 6th level priest and an 8th level wizard, cast at 11th level of ability.


About 5% of all rakshasa rajahs are rakshasa maharajahs, or dukes. Maharajahs have the same abilities as a ruhk, but have 13+39 Hit Dice, and the spell casting abilities of a 13th level wizard and 9th level priest. A maharajah is the leader of either several small, related clans, or a single powerful clan. Maharajahs reside on the outer planes, where they rule island communities of hundreds of rakshasas, and serve as minions to even greater powers.




(From Planescape: Planes of Law - 1995):


Rakshasa clans rule several hidden cubes throughout Acheron, all led by a singularly powerful maharajah. The clans vie for his attention by kidnapping petitioners from other realms (and sometimes planewalkers as well) to serve as slaves in their palaces and masions. The rakshasa realms are cloaked by powerful illusions, and most sods know enough not to go looking for them.

Sources

- Forgotten Realms Wiki

- Basic Rules (2014)

- 5th edition Monster Manual (2014)

- Monster Manual 3.5 (2006)

- Planescape: Planes of Law (1995)

- AD&D 2nd edition Monstrous Manual (1993)

- Angry Golem Games

- DnDBeyond

- Mojobob's Website

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