Lawful Evil Man-sized Monster (extra-planar) (6 ft. tall)
FREQUENCY: Very rare to rare
NO. APPEARING: 1-4 (VI. 1)
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: -4
SPEED: 15"
HIT DICE: 7 (hp 32)
% IN LAIR: 25%
TREASURE TYPE: F
ATTACK AC 0: 13
MELEE: 2 claws (1d3/1d3) and bite (1d4+1)
SPECIAL ATTACKS: esp, illusion, spells; Hits As: +3
SPECIAL DEFENSES: DR/+3 (half); immune to spells (under 8th level)
WEAKNESS: vulnerability to blessed crossbow bolts
MAGIC RESISTANCE: See Special Defenses
INTELLIGENCE: Very (11-12)
MORALE: +35%
SAVES: Poison 7; Petrify 10; Wand 9; Breath 12; Spell 10
LEVEL: VI (XP 925 + 8 per h.p.)
Cleric Spells. (Caster Level 7; 3/-/-/-)
1st—cause fear, command (x2)
Magic-user Spells. (Caster Level 7; 4/3/2/-)
3rd—hold person, suggestion
2nd—forget, stinking cloud, web
1st—charm person, feather fall, magic missile x2 (4d4+4)
Known first in India, these evil spirits encased in flesh are spreading. They are fond of a diet of human meat, and as masters of illusion they can easily gain this end.
Rakshasas are able to employ ESP and then create the illusion of what those who have encountered them deem friendly. They can then withhold attack until their prey can be taken off-guard.
Although capable of using both magic user's spells (up to 3rd level) and cleric's spells (1st level), they are not affected by spells under the 8th level.
Rakshasas cannot be harmed by non-magical weapons, magical weapons below +3 do one-half damage, but hits by crossbow bolts blessed by a cleric kill them.
If more than 1 rakshasa is encountered in its lair, the group will be a male and 1 or more females.
Environment. Astral Plane. Tropical Rough Hills Mountains; City (night)
Campaign Rule. Rakshasa can use a powerful illusion as an innate ability at-will which is equal to an 8th level magic-user spell. This creates a near perfect illusion of whatever the rakshasa desires itself to appear like as long as it is a humanoid between 3-ft and 12-ft tall. All five senses are affected and this illusion cannot be disbelieved or dispelled. Changing the illusion is a minor action that can be done once per round. Once the illusion is in place, the rakshasa does not need to concentrate or do anything to maintain it. This power allows the rakshasa to perfectly duplicate a person observed, even in voice, assuming the rakshasa heard them speak.
Rakshasa are able to use ESP out to 35-ft as an innate ability and this power is continuous. The power can probe the mind of one creature per round as a minor action. This power of ESP allows the rakshasa to converse in any language known by the target being probed. Much information can be learned by a rakshasa's ESP probe (this is considerably more powerful than the spell).
A rakshasa can change their illusionary appearance and/or probe minds using ESP during the same round, although it cannot cast a spell in the same round (and vice versa).
Rakshasa cast and prepare spells just as magic-users and clerics do, requiring the appropriate symbols, spell components, and books.
Rakshasas cannot cast spells on themselves (as none of these are over 7th level spells) and, even though they are immune to their own area effecting magic, they dislike "blast" spells that destroy the creature comforts and spoil their "food". Rakshasa prefer more subtle magic (within the limitations they operate under). Any opponent with a crossbow will be probed to discover whether they carry a blessed bolt and they will be a high priority target (and the rakshasa will not hesitate to use a feather fall to disable the shot).
(In this campaign, magic resistance, or in this case spell immunity, does not affect areas of magical light or magical darkness.)