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    Rakshasa, Tataka

    This towering, blue-skinned woman has backward-facing hands and a feral, animal-like visage with exaggerated features.

    Tataka CR 15

    XP 51,200
    LE Large outsider (native, rakshasa, shapechanger)
    Init +3; Senses darkvision 60 ft., scent, true seeing; Perception +19

    DEFENSE

    AC 28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural, -1 size)
    hp 225 (18d10+126)
    Fort +18, Ref +9, Will +12
    DR 15/good and piercing; SR 30

    OFFENSE

    Speed 40 ft.; air walk
    Melee unarmed strike +24/+19/+14/+9 (2d6+7/19-20), bite +19 (1d8+3)
    Space 10 ft.; Reach 10 ft.
    Special Attacks detect thoughts (DC 24), martial artist
    Spell-Like Abilities (CL 15th; concentration +20)

    Constantair walk, true seeing

    Spells Known (CL 12th; concentration +17)

    6th (3/day)heal
    5th (6/day)flame strike (DC 20), telekinesis (DC 20)
    4th (7/day)charm monster (DC 19), dimension door, freedom of movement
    3rd (7/day)dispel magic, fireball (DC 18), haste, rage
    2nd (7/day)acid arrow, cure moderate wounds, death knell (DC 17), invisibility, misdirection
    1st (8/day)command (DC 16), mage armor, magic missile, ray of enfeeblement (DC 16), shield of faith
    0 (at will)acid splash, bleed (DC 15), light, mage hand, mending, message, open/close, prestidigitation, read magic

    STATISTICS

    Str 24, Dex 16, Con 25, Int 13, Wis 13, Cha 20
    Base Atk +18; CMB +26; CMD 40
    Feats
    Cleave, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Improved Critical (unarmed strike), Improved Vital Strike, Power Attack, Vital Strike
    Skills Acrobatics +18 (+22 when jumping), Bluff +23, Climb +17, Disguise +26, Intimidate +23, Knowledge (religion) +10, Perception +19, Sense Motive +19, Survival +16, Swim +18; Racial Modifiers +4 Bluff, +8 Disguise
    Languages Common, Infernal, Undercommon
    SQ change shape (any humanoid; alter self or giant form I)

    SPECIAL ABILITIES

    Martial Artist (Su)

    A tataka's unarmed strikes deal 2d6 points of damage. If a tataka gains monk levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, whichever is higher. Its unarmed strikes function as lawful and evil weapons for overcoming damage reduction.

    Spells

    A tataka casts spells as a 12th-level sorcerer. A tataka can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a tataka.