Rakshasa Species in D&D world | World Anvil
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Rakshasa

Rakshasa are corrupted devas. There are three main backgrounds for rakshasha - some were devas belonging to Vutualli/Rhother/Bogtin who followed him into exile, some were devas of Keryth driven mad by the Sundering and the quest for revenge, and some were exiled to the Abyss Pre-Sundering.   In reaction to the chromatic dragons locking the gods out of the Material Plane, a spell was cast affecting all current and future devas and rakshasa, changing their home plane to the Material Plane. As a result, they are easier to send to the Material Plane, and are the only beings that can only be killed on plane that have a different home plane from their plane of respawning.

Basic Information

Anatomy

A rakshasa can assume any humanoid form, so few ever see their true faces. In its natural form, a rakshasa has a powerfully built humanoid body and an animal's head. Many rakshasas have the head of a tiger, while others could have the heads of dogs, birds, or other animals. The king of the rakshasas is said to possess multiple heads, each a different type of animal. Another physical characteristic of the rakshasa is that its hands are backwards: the palms face out from the body when the arms are at rest.

Civilization and Culture

Interspecies Relations and Assumptions

Rakshasa are cruel and wicked. They love to pose as nobility, living a life of luxury and ease while many slaves and servants toil under their command.
Related Ethnicities

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Rakshasa

Tiny fiend, lawful evil
Armor Class 16 (Natural Armor)
Hit Points 110 13d8+52
Speed 40ft

STR
14 +2
DEX
17 +3
CON
18 +4
INT
13 +1
WIS
16 +3
CHA
20 +5

Skills Deception +10, Insight +8
Damage Vulnerabilities Piercing From Magic Weapons Wielded By Good Creatures
Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Senses Darkvision 60 Ft., passive Perception 13
Languages Infernal
Challenge 13


Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.   Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:   At will: detect thoughts, disguise self, mage hand, minor illusion   3/day each: charm person, detect magic, invisibility, major image, suggestion   1/day each: dominate person, fly, plane shift, true seeing


Actions

Multiattack. The rakshasa makes two claw attacks   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage. The target is cursed if it is a creature The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic


 

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