LE Medium outsider (native, shapechanger)
Init +13; Senses all-around vision, darkvision 60 ft.; Perception +31
AC 37, touch 24, flat-footed 27 (+4 deflection, +9 Dex, +1 dodge, +13 natural)
hp 310 (20d10+200)
Fort +16, Ref +21, Will +18
DR 20/good and piercing; SR 35
Speed 40 ft., fly 30 ft. (good)
Melee +3 falchion +31/+26/+21/+16 (2d4+15/15-20), 4 bites +23 (1d6+4)
Special Attacks detect thoughts (DC 29), extra initiative
Spell-Like Abilities (CL 18th; concentration +27)
Constant—comprehend languages, tongues
1/day—dominate monster (DC 28)
Spells Known (CL 18th; concentration +27)
9th (4/day)—weird (DC 28)
8th (6/day)—greater shadow evocation, mind blank
7th (7/day)—greater shadow conjuration, mass invisibility, spell turning
6th (7/day)—greater dispel magic, mass suggestion (DC 25), true seeing
5th (8/day)—baleful polymorph (DC 24), feeblemind (DC 24), mind fog (DC 24)
4th (8/day)—charm monster (DC 23), dimension door, lesser globe of invulnerability, scrying
3rd (8/day)—dispel magic, nondetection, suggestion (DC 22), vampiric touch (DC 22)
2nd (8/day)—darkness, knock, misdirection (DC 21), resist energy, see invisibility
1st (9/day)—charm person (DC 20), identify, mage armor, magic missile, ventriloquism (DC 20)
0 (at will)—arcane mark, bleed (DC 19), daze (DC 19), detect magic, ghost sound, mage hand, message, prestidigitation, read magic
Str 27, Dex 28, Con 30, Int 25, Wis 22, Cha 29
Base Atk +20; CMB +28; CMD 52
Feats Combat Casting, Combat Reflexes, Dodge, Hover, Improved Critical (falchion), Improved Initiative, Mobility, Quicken Spell, Silent Spell, Still Spell
Skills Acrobatics +27 (+31 when jumping), Appraise +25, Bluff +35, Diplomacy +30, Disguise +30, Fly +31, Intimidate +30, Knowledge (arcana, history, nobility, religion) +25, Perception +31, Sense Motive +27, Spellcraft +25, Stealth +30; Racial Modifiers +4 Bluff, +8 Disguise, +4 Perception
Languages Abyssal, Common, Infernal, Undercommon; comprehend languages, tongues
SQ change shape (any humanoid; alter self )
Extra Initiative (Su)
When an encounter starts, a maharaja rolls twice for initiative. The maharaja acts normally on the higher of the two initiative counts each round. On the lower initiative count, the maharaja can take a single standard action.
A maharaja casts arcane spells as an 18th-level sorcerer.
Each maharaja is unique, the process of its evolution granting it strengths and weaknesses that differentiate the being from all before it. Over its lifetimes, its path teaches it myriad lessons and grants distinctive powers. A typical maharaja is a master of divination, enchantment, and illusion. Other maharajas master various other techniques, such as necromancy or conjuration. As a maharaja continues to grow in malignant might, its powers outstrip those even of its peers. It might ultimately ascend to the rank of rajadhiraja—a king of kings.
Even more so than the maharajas, the rajadhirajas are unique beings. A rajadhiraja is never lower than CR 21—most have additional racial Hit Dice beyond the standard maharaja. Each additional racial Hit Die granted increases the rakshasa's CR by +1, but also increases its effective sorcerer caster level by +1 and grants a new spell-like ability that follows that rakshasa's personal theme and philosophy. A rajadhiraja that fancies itself a master of space and time might gain the ability to use greater teleport three times per day or the use of time stop once per day, while one who sees itself as a master of forms might gain the ability to use shapechange once per day or polymorph at will. A master of combat might instead gain additional damaging spell-like abilities. The type of new spell-like abilities the rakshasa gains can be selected as needed—8th- and 9th-level spells should be usable once per day, 5th- through 7th-level spells usable three times per day, and spells lower than 5th level at will, though even these guidelines can be adjusted as you see fit to make a more interesting rajadhiraja.
The cycle of reincarnation and the faint memories it imparts provide rajadhirajas with the distinct power to manipulate life and death according to this cycle. A rajadhiraja can use its mastery of reincarnation to alter these cycles for other creatures, and as a result, all rajadhirajas gain the following special ability in addition to their other powers.
Reincarnate (Su): Once per day as a standard action, a rajadhiraja can bring a dead creature back to life as if using the reincarnate spell, except that the target must have been dead less than 1 day and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via true resurrection in a new form. Some rajadhirajas slay their own allies in combat, then use this ability to in order to allow the allies to continue the battle in a new body. The new form granted by this effect can be any form within one size category of the dead creature's original size—the exact form of this new body is chosen by the rajadhiraja. Use the results listed for the reincarnate spell as guidelines for determining the new body's physical ability score adjustments.