RAKSHASA – 5e stats – race of duplicitous outsiders that dwell on the Material Plane

Medium fiend (rakshasa), lawful evil

Armor Class 16 (Natural Armor)
Armor Class (suggested) 20 (Natural Armor)
Hit Points 110 (13d8+52)
Speed 40 ft.

Proficiency Bonus +5
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)13 (+1)16 (+3)20 (+5)

Saving Throws (suggested) Con +9, Cha +10
Skills Deception +10, Insight +8
Vulnerabilities piercing from magic weapons wielded by good-aligned creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Challenge 13 (10,000 XP)

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:

Magic Resistance (suggested). The rakshasa has advantage on saving throws against spells and other magical effects. Additionally, the rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be.

ACTIONS

  • Multiattack (suggested). The rakshasa makes three attacks: one with its bite and two with its claws.
  • Multiattack. The rakshasa makes two claw attacks
  • Bite (suggested). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (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.
  • Claw (suggested). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 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

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A rakshasa is a fiendish creature that resembles a humanoid with the head and fur of a predatory animal, such as a tiger, crocodile, or mantis. The most distinctive feature of a rakshasa is its reversed hands, with the palms facing outwards and the fingers bending backwards. A rakshasa is a master of deception and illusion, able to assume any humanoid form and read the thoughts of others. A rakshasa is also highly resistant to magic, immune to spells of lower levels and having advantage on saving throws against higher ones. A rakshasa is a creature of evil and greed, seeking to dominate and manipulate others for its own benefit. A rakshasa is often found in positions of power and influence, hiding behind a false identity and using its charm and cunning to further its schemes.

A rakshasa stands 6 to 7 feet tall and weighs between 250 and 300 pounds. It wears human clothing of the highest quality. A rakshasa of the highest standing may have several heads. A rakshasa is an immortal being that originated from the Nine Hells, where it served as an agent of the devils. A rakshasa can enter the Material Plane by shedding its skin and projecting its essence into bones. A rakshasa can also be born from the union of a human and a fiend or from the corruption of a mortal soul.

COMBAT

A rakshasa prefers to avoid direct combat, relying on its spells and abilities to deceive, charm, or dominate its enemies. A rakshasa can cast a variety of spells at will or multiple times per day, such as detect thoughts, disguise self, invisibility, suggestion, and dominate person. A rakshasa can also fly, see through illusions, and travel between planes. A rakshasa’s claws are its only natural weapons, but they are sharp enough to pierce flesh and inflict a terrible curse. The curse prevents the victim from gaining any benefit from resting, filling their mind with nightmares and visions. The curse can only be lifted by a remove curse spell or similar magic. A rakshasa is vulnerable to piercing damage from magic weapons wielded by good creatures, which can bypass its immunity to nonmagical attacks. A rakshasa will try to escape or bargain for its life if faced with such a threat.

A rakshasa wages war on humanity constantly, not only to feed itself but because it believes that battle is the only way to gain honor. If confronted by humans who recognize its true appearance, it is 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. It is honorable but will twist the wording of an agreement to suit its purposes.

HABITAT / SOCIETY

A rakshasa can be found in any environment where it can exert its influence and satisfy its desires. A rakshasa favors warm climates and tropical or subtropical regions, such as jungles, swamps, and islands. A rakshasa often lives in luxury and comfort, surrounded by wealth and servants.

A rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot advance. Rakshasa society is led by a rajah or maharajah, whose commands are to be obeyed without question. A rakshasa rarely associates with other rakshasas, unless they share a common goal or enemy. A rakshasa may form alliances with other fiends or evil creatures, but only as long as they serve its interests. A rakshasa has no loyalty or compassion for anyone but itself.

ECOLOGY

A rakshasa feeds on fresh human meat, using its illusions to lure its prey. It produces a new generation every century to replace the rakshasas that have been slain in battle. No creatures prey on rakshasas except those who seek to stop its evil deeds or avenge its victims. A rakshasa can be killed by piercing its heart with a blessed crossbow bolt fired by a good creature on no moon night . If a rakshasa dies in any other way, it returns to the Nine Hells and reforms after some time.