Kazor The Rakshasa
Kazor Yilmaz
Kazor (a Rakshasa)
He posed for decades as an influential decadent Tiefling Zerchar Rudolin (orange with hard abs] in the military planar gate city of Rigus that borders Acheron plane: The Infernal Battlefield.
(Rigus is the gatetown to Acheron plane: The Infernal Battlefield. It is situated on the Great Road of the Outlands between Automata and Ribcage.)
Rakshasa essence can be an ingredient in a potion of delusion.
Kazor wants the Mira and Levana (The Mirror and the Book) along with their weapons - they two of them causing the greatest his issues for Acheron and his followers (especially The Enchantress Ezma ).
Kazor was then tasked to bring Levana and Mira to Acheron plane: The Infernal Battlefield - along with their weapons.
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.
Feed:
A Rakshasa must also feed its existence on the prime material by consuming souls,
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: 9 (2d6 + 2) slashing damage, add 13 (3d8) poison damage to the claw attack when it hits, and 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.
BITE = Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 17 Constitution saving throw, or be poisoned for an hour.
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.
HABITAT / SOCIETY
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, honoured 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.
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.
ECOLOGY
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.
Even after death they come back with all their memories. It is said that their evil nature comes from all terrible things they keep accumulating from previous lives.
Acheron: The Infernal Battlefield Acheron = God of Iron and War Name = Acheron plane: The Infernal Battlefield
Color pools = flames
Tuning fork = Iron, G
Shape and size = Infinite void, four layers shaped like floating blocks
Gravity = Objective Directional: toward the surface of each floating block
Time = Normal
Morphic trait = Divinely
Acheron plane: The Infernal Battlefield is an Outer Plane in the Great Wheel cosmology model representing alignments between lawful evil and lawful neutral with emphasis on law.
He posed for decades as an influential decadent Tiefling Zerchar Rudolin (orange with hard abs] in the military planar gate city of Rigus that borders Acheron plane: The Infernal Battlefield.
(Rigus is the gatetown to Acheron plane: The Infernal Battlefield. It is situated on the Great Road of the Outlands between Automata and Ribcage.)
Rakshasa essence can be an ingredient in a potion of delusion.
Kazor wants the Mira and Levana (The Mirror and the Book) along with their weapons - they two of them causing the greatest his issues for Acheron and his followers (especially The Enchantress Ezma ).
Kazor was then tasked to bring Levana and Mira to Acheron plane: The Infernal Battlefield - along with their weapons.
KAZOR
STATS
Armor Class = 16 (Natural Armor)
Hit Points = 110 (13d8 + 52)
Speed = 45 ft.
STR = 16 (+3)
DEX = 17 (+3)
CON = 18 (+4)
INT = 14 (+2)
WIS = 16 (+3)
CHA =20 (+5)
Deception = +10; Insight = +8;
Damage Vulnerabilities = Piercing from Magic Weapons Wielded by Good Creatures;
Damage Immunities = Bludgeoning, Piercing, and Slashing from Nonmagical Attacks;
Senses: Darkvision = 60 ft.;
Passive Perception = 15;
Languages: Common, Infernal, Draconic, Goblin;
Challenge 13 (10,000 XP)
Proficiency Bonus = +5
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.
Feed:
A Rakshasa must also feed its existence on the prime material by consuming souls,
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: 9 (2d6 + 2) slashing damage, add 13 (3d8) poison damage to the claw attack when it hits, and 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.
BITE = Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 17 Constitution saving throw, or be poisoned for an hour.
RAKAHASAS
Rakshasas are a race of malevolent spirits encased in flesh that hunt and torment humanity.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.
HABITAT / SOCIETY
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, honoured 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.
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.
ECOLOGY
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.
Even after death they come back with all their memories. It is said that their evil nature comes from all terrible things they keep accumulating from previous lives.
Acheron: The Infernal Battlefield Acheron = God of Iron and War Name = Acheron plane: The Infernal Battlefield
Color pools = flames
Tuning fork = Iron, G
Shape and size = Infinite void, four layers shaped like floating blocks
Gravity = Objective Directional: toward the surface of each floating block
Time = Normal
Morphic trait = Divinely
Acheron plane: The Infernal Battlefield is an Outer Plane in the Great Wheel cosmology model representing alignments between lawful evil and lawful neutral with emphasis on law.
Personality Characteristics
Vices & Personality flaws
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.
Alignment
Lawful Evil
Current Status
tracking the Gambler's Bane
Current Location
Age
49
Birthplace
Acheron
Children
Gender
male
Eyes
Golden cat eyes - turn purple when casting
Hair
fur
Skin Tone/Pigmentation
orange and white with black stripes
Height
7'2" (2.19m)
Weight
280 pounds (127.459kg)
Belief/Deity
Acheron
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