Library / Bestiary

Rakshasa, Marai

CR 8.00 Outsider LE Medium HD 9
This finely robed and nimble fiend has six colorful vipers in place of arms, and a long, forked tongue in its fanged mouth.

Marai are deviant spellcasters first and fiendish corruptors second. If allowed to indulge in their desire for perverse mystical study, most marai are content to serve as part of another rakshasa's cabal. A solitary marai might pose as a neophyte magician to infiltrate another spellcaster's abode. If the marai is successful, the master soon becomes either the servant or a corpse.

The possibility of new magical discoveries drives a marai. Morality and compassion never constrain the fiend's experiments. A marai prefers to torment and exploit mortals who have no idea of the rakshasa's true nature, and it takes great pleasure in using magical might to bring would-be heroes, especially those who invade its lair, to their knees. Such a game offers a marai enjoyment, however, only if subjects are unaware of the danger or at least unable to oppose it.

A marai is 6 feet tall and weighs 160 pounds. Its serpentine arms render fine manipulation or wielding weapons unfeasible, and so it typically assumes humanoid form when working on experiments that require manual dexterity. A marai unable to do so must rely upon cantrips like mage hand for such tasks—or perhaps the aid of a slave or charmed ally.

HP
94 (9d10+45)
AC
21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
Init
+5
Speed
40 ft.
Fort
+8
Ref
+11
Will
+9
BAB
+9
CMB
+11
CMD
27
Melee
7 bites +14 (1d4+2 plus confusion)
Ranged
6 energy bolts +14 touch (1d8 plus special)
DR
10/good and piercing
SR
23
Racial Modifiers
+4 Bluff, +8 Disguise
str
14
+2
dex
21
+5
con
20
+5
int
11
+0
wis
13
+1
cha
18
+4

Weapons: Martial, Simple

detect thoughts (DC 18)

Energy Bolts — Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.

Amethyst Viper: Cold damage plus sickened for 1d4 rounds.

Crimson Viper: Fire damage plus burn (1d4, DC 19).

Emerald Viper: Acid damage plus nauseated for 1 round.

Magenta Viper: Electricity damage plus staggered for 1 round.

Turquoise Viper: Sonic damage plus stunned for 1 round.

Violet Viper: Force damage plus knocked prone.

change shape (any humanoid; alter self)

Universal Monster Rules

Change Shape (any humanoid; alter self) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Special Abilities

Confusion (bites) from rider
Detect Thoughts (DC 18) from text
Energy Bolts from text
Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based.

Amethyst Viper: Cold damage plus sickened for 1d4 rounds.

Crimson Viper: Fire damage plus burn (1d4, DC 19).

Emerald Viper: Acid damage plus nauseated for 1 round.

Magenta Viper: Electricity damage plus staggered for 1 round.

Turquoise Viper: Sonic damage plus stunned for 1 round.

Violet Viper: Force damage plus knocked prone.

Special (energy bolts) from rider

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Silent Spell from Feat

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

Still Spell from Feat

A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +14 (+18 when jumping), Bluff +20, Climb +7, Disguise +16, Knowledge (arcana) +8, Perception +10, Sense Motive +12, Spellcraft +8

spells known:
2nd (5/day)—Invisibility (DC 16), 2nd (5/day)—Scorching Ray, 1st (7/day)—Charm Person (DC 15), 1st (7/day)—Jump (DC 15), 1st (7/day)—Mage Armor (DC 15), 1st (7/day)—Magic Missile, At will—Bleed (DC 14), At will—Detect Magic, At will—Ghost Sound (DC 14), At will—Mage Hand, At will—Open/Close (DC 14), At will—Read Magic
Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any
Organization
solitary, pair, cult (3-12)
Treasure
standard
Senses
darkvision 60 ft.; Perception +10
Languages
Common, Infernal, Undercommon
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
17 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Silent Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Still Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Scorching Ray (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Jump (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Ghost Sound (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Open/Close (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
View references and cross-links for Rakshasa, Marai

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.