Rakasta Cover from Rage of the Rakasta
Rakasta Cover from Rage of the Rakasta
Rakasta Weapons
Martial Melee Weapons
Name: War Claws
Cost: 25 gp
Damage: 1d6 slashing
Weight: 1lb
Properties: Finesse, Light
Description: Favored by the rakasta, this is a gauntlet with sharp talon-like metal claws, designed to augment an unarmed strike. If used to attack, no other weapon can be wielded in this hand.
Martial Ranged Weapons
Name: War Boomerang
Cost: 10 gp
Damage: 1d6 slashing
Weight: 2 lbs.
Properties: Thrown (range 25/100)
Description: This curved throwing weapon has a bladed edge. If the boomerang misses its target, it returns to the thrower unless a critical failure occurred. The thrower can use a reaction to catch the war boomerang with a successful DC 10 Dexterity check. Otherwise, the war boomerang falls at the thrower's feet.
Rakasta are a proud race of feline humanoids. The average Rakasta prize their abilty at being hunters and warriors. Rakasta enjoy sports and games, especially battle-oriented contests, such as unarmed combat, running, and riding.
Rakasta walk upright, like humans. Their height depends upon their subrace. The Sherkasta tower over the others, averaging over 7 feet. Other breeds are shorter with the domestic being the shortest averaging between 5 and 6 feet. All Rakasta are muscalar but with varying coloration on their breed.
They are strict carnivores, eating only meat. On rare occasion, they will sample herbs, grasses, or similar plants, but only for their exotic taste or medicinal value.
Here are features common to all Rakasta:
Age. Rakasta reach adulthood in their late teens and can live almost over a century.
Alignment. Your Alignment is determined by your Rakasta subtype.
Size. All Rakasta are medium sized creatures. Their height varies from 5 foot to 7 and and half feet tall. Their subrace determines their height.
Speed. Your base walking speed is 30 feet.
Dark Vision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cat's Whiskers. All Rakasta are proficient in Perception. Also, Rakastas are light sleepers. They can wake up at any suspicious sound, provided they make a Perception check with advantage.
Rakasta Weapon Training. You are proficient with War Claws (sometimes called Kasa or Toratsume) and War Boomerangs.
Claws. Your claws allow for climbing in trees and up walls. You have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. Attacks you make with them can use your choice of your Strength or Dexterity modifier on the roll to hit. If they hit, your claws deal slashing damage equal to ld4 + your choice of either your Strength or Dexterity modifier instead of the damage normal for an unarmed strike. You can retract your claws at will.
Catfall. You have resistance to falling damage.
Languages. You can speak, read, and write Rakasta, and Common.
These Rakastas can be found in just about any region of Mystara. They’re mostly found in the Savage Coast, in the Kingdom of Bellayne or as nomads in the Yazak Steppes. The term “domestic” is by no means derogatory but merely a common way of referring to more “civilised” Rakastas, especially in the eyes of neighbouring humans with whom they interact more easily than other Rakastas ever could.
Ability Score Increase. Your Dexterity increases by 2 and your Intelligence increases by 1.
Alignment. Domestic Rakasta tend to favor any alignment.
Size. Domestic Rakasta average 5 feet tall. They weight between 95 and 135 pounds.
Adaptable. You gain proficiency in any one skill.
Nine Lives. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Ability Score Increase. Your Dexterity increases by 2 and your Charisma score increases by 1.
Ambush Predator. You have proficiency in Stealth.
Feline Agility. As per the ability in the Tabaxi race in Volo's Guide to Monsters.
These Wild Rakastas, originally natives of Davania’s Meghala Kimata Plains, now live mostly in Hule. Many centuries ago they joined the expanding Milenian Empire to defend themselves against other rival Rakastas such as the Simbastas, Pardastas, and Fast Runners. From the Milenians they adopted the use of bows and arrows. Their alliance to a human race and the use of a cowardly missile weapon made them pariahs, but all was fine until the Milenian Empire collapsed. The Caracastas lived on as a marginal people, hated and stalked by their greater cousins.
Huleans showed up on Davania, much later, in a new attempt to colonise the area. After this attempt failed as had the one before, many of the Caracasta who had allied with the invaders left with them and resettled in Hule. Caracastas aren’t uncommon in the ranks of the Hulean armies. As a reward for their services, the hagiarchy gave the Caracastas conquered lands, mostly dry woodlands and scrub that human farmers had disdained. These Rakasta are known in Hule as the Karakulak.
Their short, dense fur is a uniform pale reddish-brown. Most conspicuous, elongated tufts of black hair protrude at the tips of their large, pointy ears, which they quickly twitch when they are agitated. The Caracasta use their ears to quietly exchange simple messages among each other, comparable to empathy.
Alignment. Caracasta tend to favor any non-lawful alignment.
Size. Carcasta average 5½ feet tall. They weight between 115 and 155 pounds.
The Fast Runners dwell on the dry grasslands of the Meghala Kimata where they compete with Simbasta prides for food and freedom. Fast Runners also survive in the southern Steps of Jen on Skothar and on the Isle of Dawn’s southern plateaus.
The coat of a Fast Runner is coarse, varying from yellowish-grey to golden or reddish-fawn with small dark spots. These tall, lanky Rakastas often stun observers by their running speed and their agility when pursuing a prey. This alone makes them the most successful hunters among Rakastas. This notoriety and the ensuing attention has been a curse to them for centuries.
Alignment. Fast Runners to favor non-evil alignments.
Size. Fast Runners average 6 feet tall. They weight between 120 and 170 pounds.
This strange Rakasta claimed the coldest regions of Mystara. On Davania, these nomads travel as far as the southern tip of the Brasol Range. On Skothar and Brun, they do not venture past the Nentsun Plateau, the Hyborean Reaches, or the Wyrmsteeth Range.
Recognisable by their tail, shortened as a protection against extreme colds, tufted ears, stocky bodies, and big broad paws, Lynxmen are notorious for their thick neck ruffle when angered. Its pelage varies from reddish-tawny or cream with faint spots and facial lines in Davania forests, to grey in Skothar and Brun woodlands. In frozen regions, Lynxmen turn pure white to blend in with the icy background.
These hardy felids travel the dark frozen expanses of the polar rims leading to Mystara’s Hollow World. Their natural instinct guides them through these treacherous lands. Lynxmen travel between the two worlds according to the cycles linked to the clans’ own totems, signs in the skies, or divinations from their priests. Davanian clans know the way to Hollow World’s Nithia, while their northern kin travel instead to the land of the Antalians. On this route, the latter compete with Norwold Malamutes (a Lupin breed dwelling in northern Norwold).
Alignment. Lynxfolk tend to favor any alignment.
Size. Lynxfolk average 5½ feet tall. They weight between 115 and 155 pounds.
These wild felids remain one of the lesser known eastern Davanian Rakastas. Their realm lies on the savannahs and scrubs, where they compete with the Pardastas and Simbastas. There, they calls themselves Kisongo.
Lean and lanky, the debonair Servastas can be recognised by their small heads perched over slender necks and surmounted by huge bat-like ears. Small black spots cover their tawny coats, with dark rings and a black tip marking their short tails.
The Servastas use their huge ears to detect underground creatures, a talent that goes back thousand of years when their ancestors hunted simple rodents. Nowadays, Servasta have developed a taste for other creatures also dwelling beneath the surface, including demihumans and humanoids, halflings being a most delectable treat.
Alignment. Servasta tend to favor any non-lawful alignment.
Size. Servasta average 5½ feet tall. They weight between 115 and 155 pounds.
Ability Score Increase. Your Strength increases by 1 and your Dexterity increases by 2.
Panther's Cunning. You have proficiency in Stealth.
Pounce. Your leg muscles are developed to allow you to make great leaps. When you jump on your tum in combat, you can double the distance of the jump. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Contrary to what their name seems to imply, these are not a Greater Rakastas. This wild felid type remains one of the best examples of arboreal Rakastas, and somewhat of a legend as well. Cloud Pardastas live in the forests of Bellissaria and Skothar, along the Minaean Coast, Tangor Bay, and the Tangor Peninsula. On Skothar, they call themselves Rimau-Dahan – literally, fork-of-branch tigers.
Cloud Pardastas gained their name from the large spots on their backs, which look like cloudy blotches. Their base coats varies from brown to pale or rich yellow, with white or light tawny on the inner limbs, throat, and chest.
Cloud Pardastas’ clans are tucked away in small villages built on the branches of very tall trees, virtually invisible from the ground. They have been observed by some hunters to sneak or run down tree trunks head first, without any difficulty whatsoever. They can hang from branches using only their legs, or run underneath one with ease.
Alignment. Cloud Pardasta tend to favor any non-evil alignment.
Size. Cloud Pardasta average 5½ feet tall. They weight between 115 and 155 pounds.
This almost mythical creature hails from tropical rainforests and swamps on the Immortal’s Arm. Other indigenous races rarely venture deep into known Jakar territory, so great is their fear of the powerful felidae, remaining instead within clear terrain and coastal areas.
The heavily muscled Jakars sport beautiful spotted coats, usually tawny with large rosettes circling smaller spots, or entirely black, which helps them remain concealed within rainforests.
The Jakars normally live in small hunting clans, but on occasion high priests have risen from their ranks and founded more durable and advanced civilisations sweeping many of the small clans and uniting them. They often focused around powerful religious poles, with great pyramids, temples, palaces, and fortresses built to protect them. If any, these remain hidden at the heart of the rainforest. Many times in the history of the warlike Jakar, these kingdoms abruptly vanished as a result of bloody conflicts, the omnipresent rainforest quickly reclaiming their lost cities. Rumours of untold treasures and secret rums abound, which keeps the greedy coming.
Alignment. Jakar tend to favor any alignment.
Size. Pardasta average 6 feet tall. They weight between 180 and 220 pounds.
Although they are ground-dwellers, these Wild Rakastas favour forested regions on northwestern Davania and the southern half of the Immortal’s Arm. There aren’t Ocelotl tribes or nations, just scattered families travelling the land, selling their wares, entertaining villages, and telling their legends. A few easterners also know them as the Trigillos Errantes.
The Ocelotl (or Ocelastas, as they’re sometimes called) has one of the most beautiful coats among Rakastas. This of course, makes them the target of some unscrupulous easterners. Spots cover their cream to tawny coats. A darker ring surrounds the spots. pale interior, which frequently join with each other, forming long, horizontal chains that almost become stripes. A white spot on the back of their ears gives the impression from a distance of two eyes staring backward.
The Ocelotl people once had the opportunity to honour the evil Immortal Atzanteotl in exchange for power and protection. They recognised him for what he really was and moved on, choosing their own path in life. Angered with their attitude, Atzanteotl cast a curse upon them, condemning the Ocelotl never to rise as a powerful people. Over the centuries following the curse, the Ocelotl spread out to the land in search of a secret to break the curse. Although they never found anything concrete, they did accumulate knowledge of Atzanteotl’s evil and a few ways to counter it. Their unwavering resistance to the Immortal eventually caused Atzanteotl to lose interest in them, allowing the Ocelotl to slowly work on their quest to weaken the curse and someday, perhaps, to break it. The curse consists of deadly epidemics striking ocelotl communities of more than 30.
Alignment. Ocelotl tend to favor any non-chaotic alignment.
Size. Ocelotl average 5½ feet tall. They weight between 115 and 155 pounds.
These clever Rakastas can be found almost anywhere on Mystara, away from heavily populated centres – that is, regions with few human or demi-human settlements. Small tribes have been discovered fairly close to human settlements, but these Rakastas are elusive and sneaky enough that people often fail to notice their presence at all. Their natural habitat includes any sort of woodland, savannahs, semideserts, and rugged mountains. Panthara tribes exist especially on Skothar, Bellissaria, Ochalea, Cestia, and Davania, and the Arm of the Immortals in regions stretching roughly between the 30th parallel.
Their pelage can be fairly short and sleek in warmer climes to deeply furred in the north. Base colour varies from pale straw, tan, or grey-buff to bright reddish-yellow, or jet black for natives of heavily forested regions. Small spots cover their head and necks, turning to larger rosettes on their back and flanks. The base colour of their throats, inner limbs, and belly remains white. Panthara on the Arm of the Immortals sport beautiful spotted coats, usually tawny with large rosettes circling smaller spots, or entirely black, which helps them remain concealed within rainforests.
Pardastas are smart and strong enough to live near other rakasta or human settlements without too much difficulty. They often outwit the powerful Simbastas, they know how to avoid angering the mighty Sherkastas, and if threatened by humans they always find a way to exact a terrible revenge against their aggressors. Pardastas are supreme stalkers and always seem to find their quarry.
Alignment. Pardasta tend to favor any non-lawful alignment.
Size. Pardasta average 6 feet tall. They weight between 180 and 220 pounds.
The Mountain Rakastas have claimed the entire continent of Brun as their native land. They favour above all unpopulated areas where they can freely hunt. If unchecked, these adaptable athletes claim any vacant land, including forests, swamps, grasslands, and semi-desert regions such as Terra Vermelha and El Grande Carrascal in the Savage Coast. Humanoids usually get in their way, both as prey and hunter. As a result, the widely scattered tribes of Mountain Rakastas have adopted mountain ranges such as the Endworld Line, the Kurish Massif, and even the Wyrmsteeth Range as their true natural habitat.
The Mountain Rakastas’ pelage varies from plain grey-brown, being the most common in the northern climes, to sometimes reddish or almost black. Accustomed to broken terrain, these adroit stalkers developed athletic skills unparalleled among Rakastas. Many humanoids, both with awe and fear, have reported the ability of the Yutin people, as they call them, to perform stunning leaps. The Mountain Rakastas use this skill to leap over humanoid camp walls and moats, up into trees, or down from a rocky ledges, to stalk a prey or evade a sudden threat.
Alignment. Mountain Rakasta tend to favor any alignment.
Size. Mountain Rakasta average 6 feet tall. They weight between 180 and 220 pounds.
Snow Pardasta tribes are scattered above forest lines on the northern mountains of Skothar (Nentsun Plateaus) and Brun (Hyborean Reaches, Norwold). On Davania, some can be found as far north as the Ice Peaks and the Diamond Ring.
Their thick, long fur protects them from the intense cold of their natural habitat. Small spots cover their heads and neck, becoming large irregular circles on their back and flanks. Their pale grey fur makes them difficult to detect against the bleak background of high mountain rocks.
Hardly anyone competes with the Snow Pardastas, considering how remote their homelands are. There, they hunt the ibex, the markhor, and as opportunities present themselves, marmots and other small mammals. Occasionally they wage sporadic wars against encroaching yetis or sasquatches. Their villages, often built around temples, include a few freestanding buildings made of stones and slates, and walls covering the entrance to natural caves.
Alignment. Snow Pardasta tend to favor any neutral alignment.
Size. Snow Pardasta average 6 feet tall. They weight between 180 and 220 pounds.
Mightiest among the Greater Rakastas, Sherkastas prowl the forests and swamps of southern Skothar. Some have also claimed the mountain forests of northern Skothar. The southerners, who call themselves the Harimau-Belang, remains the most common. Their base colour runs from reddish-orange to reddish-yellow, with dark stripes and white or cream fur inside their limbs. Their northern cousins, the Tagh, show a thicker, light-grey or white pelage, with brown or black stripes.
The more reclusive Sherkastas form small clans and shun contact with races. Other individuals sometimes mingle with neighboring human or demi-human populations. Sherkastas, because of their size and ferocious appearance are normally considered evil monsters, or at least dangerous predators by other races. However, with time, a few become more accepted by the local population.
Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1.
Alignment. Sherkasta tend to favor any non-evil alignment.
Size. Sherkasta averages 7 feet tall. They weight between 250 and 300 pounds.
Vigorous. You have proficiency in Athletics.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Booming Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 +your proficiency bonus + your Strength modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
These regal creatures once roamed most of Mystara. Over the centuries, they too have retreated in the face of human and demi-human hegemony and now live essentially on the continent of Davania, in the savannahs stretching around the Aryptian Basin, from the Adakkian Sound to the Pass of Cestia and the Gulf of Mar. They call themselves the Ikimizi.
Unlike most other Rakastas, male and female Simbastas look different from each other. The normal pelage colour for both is a tawny yellow that blends with their natural environment of dry grasses. Colour may vary from ginger to black, with the male sporting a huge mane, making it appear even taller than the powerful Sherkastas. This mane sets apart the Simbasta male from the female.
Again, unlike other felids, Simbastas are sociable creatures, naturally living in large clans called prides. Females, often siblings with their cubs, originally formed the core of the pride, with peaceful males ensuring safety and progeny. This arrangement demanded that young males born to pride Simbastas leave to avoid unhealthy lineages. The stronger male Simbasta usually headed the pride, until driven off by a younger or more powerful male. The first duty of the new master was then to eliminate all existing cubs, which among Ikimizi still is an ancient religious ritual. A brutal and shocking practice by human standards, it nevertheless ensured the strength of the prides. From there, a pervasive Code of Honour was slowly established, governing the behaviour and society of modern Simbastas.
Ability Score Increase. Your Strength increases by 2 and your Charisma increases by 1.
Alignment. Simbata tend to favor any lawful alignment.
Size. Sherkasta average around 6½ feet tall. They weight between 210 and 260 pounds.
Speed. Your base walking speed is 35 feet instead of 30 feet.
Prideborn. You have proficiency in Intimidate.
Booming Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 +your proficiency bonus + your Strength modifier. Once you use this trait, you can't use it again until you finish a short or long rest.
I am basing this version of the Rakasta off of several sources:
Dragon magazine article 247 by Bruce Heard
Rage of the Rakasta
Walrock Homebrew
Original Adventures Reincarnated#2 - The Isle of Dread
Mythic Odysseys of Theros
I have made some modifications to suite my campaign.