Library / Bestiary

Rakshasa, Maharaja

CR 20.00 Outsider LE Medium HD 20
Impeccably dressed and bedecked in exotic jewelry, this fiend holds an ornate saber in its backward-facing hands.

All rakshasas aspire to power, but there are those for whom this hunger is more than an obsession: It's a birthright. Legends among the rakshasas tell of the maharajas—those rakshasas whose depredations and acts of cruelty have elevated them above others of their kind and allowed them to reincarnate as embodiments of every myth, fable, and cautionary tale involving the beast-headed fiends. Accorded the respect and deference of their lessers, maharajas inspire one emotion within the rakshasa race that few can: fear.

A maharaja rakshasa emerges only after a rakshasa of great power and influence has spent several lives as a member of the samrata, the height of the rakshasa's social-spiritual caste system. When a rakshasa ascends to maharaja status, others of its kind take notice, with rakshasas coming from far and wide to serve even a young maharaja—eager to curry its favor at an early age. The birth of a maharaja denotes that great change is imminent: The maharaja will fulfill some terrible destiny, found a lasting nation of rakshasas, undergo some manner of divine ascension, or defeat some greater foe and commandeer its domain, often splitting the region into large enough chunks for its lieutenants and servants to claim and still have room to expand. It is rare in the extreme for more than a handful of maharajas to emerge in the same century.

So great is a maharaja's power and influence and so long is its life that one can spend most of its time enjoying the luxury of its years of toil. When not manipulating armies or the machinations of lesser rakshasas, it can often be found surrounded by the most beautiful of its servitors—often charmed or dominated humanoids, or, if the maharaja is powerful enough, good-aligned outsiders—lounging in opulence.

The lair of a maharaja is typically a glorious, decadent mansion. After decades or centuries of work, gold filigree decorates the columns, and great friezes embossed with rakshasa myths and folklore decorate the walls. Rather than couches or divans, luxurious pillows stuffed with exotic feathers and crafted from the hides of even rarer creatures serve for furniture, and all about hang the trophies of a centuries-long life of tyranny: the crowns of defeated rulers, the wealth of ruined countries, and the heads of failed lieutenants.

A maharaja's great experience and power, however, does not make it immune to or ignorant of threats. Disloyal servants, powerful kings, ambitious rivals, and meddling adventurers all might step forth to challenge a maharaja's rule. To that end, a maharaja employs devious methods to ensure its own safety, with assassination, false rumors, and illusory doubles serving as useful tools to ferret out threats. Wary of attack and often with wide territories to control, most rakshasa maharajas have several secluded palaces and lavish redoubts, and travel among them endlessly.

HP
310 (20d10+200)
AC
37, touch 24, flat-footed 27 (+4 deflection, +9 Dex, +1 dodge, +13 natural)
Init
+13
Speed
40 ft., fly 30 ft. (good)
Fort
+16
Ref
+21
Will
+18
BAB
+20
CMB
+28
CMD
52
Melee
+3 falchion +31/+26/+21/+16 (2d4+15/15-20), 4 bites +23 (1d6+4)
DR
20/good and piercing
SR
35
Racial Modifiers
+4 Bluff, +8 Disguise, +4 Perception
str
27
+8
dex
28
+9
con
30
+10
int
25
+7
wis
22
+6
cha
29
+9

Weapons: Martial, Simple

detect thoughts (DC 29)

Extra Initiative — 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.

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

Detect Thoughts (DC 29) from text
Extra Initiative from text
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.

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

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
Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

Improved Critical (falchion) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Quicken Spell from Feat

Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

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.

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

spell-like abilities:
Constant—Comprehend Languages, Constant—Tongues (DC 22), At will—Clairaudience/Clairvoyance, 1/day—Dominate Monster
spells known:
9th (4/day)—Weird, 8th (6/day)—Shadow Evocation, Greater (DC 27), 8th (6/day)—Mind Blank (DC 27), 7th (7/day)—Shadow Conjuration, Greater (DC 26), 7th (7/day)—Invisibility, Mass (DC 26), 7th (7/day)—Spell Turning, 6th (7/day)—Dispel Magic, Greater, 6th (7/day)—Suggestion, Mass (DC 25), 6th (7/day)—True Seeing (DC 25), 5th (8/day)—Baleful Polymorph (DC 24), 5th (8/day)—Feeblemind (DC 24), 5th (8/day)—Mind Fog (DC 24), 5th (8/day)—Teleport, 4th (8/day)—Charm Monster, 4th (8/day)—Dimension Door, 4th (8/day)—Globe Of Invulnerability, Lesser, 4th (8/day)—Scrying (DC 23), 3rd (8/day)—Dispel Magic, 3rd (8/day)—Nondetection (DC 22), 3rd (8/day)—Suggestion (DC 22), 3rd (8/day)—Vampiric Touch, 2nd (8/day)—Darkness, 2nd (8/day)—Knock, 2nd (8/day)—Misdirection, 2nd (8/day)—Resist Energy (DC 21), 2nd (8/day)—See Invisibility, 1st (9/day)—Charm Person (DC 20), 1st (9/day)—Identify, 1st (9/day)—Mage Armor (DC 20), 1st (9/day)—Magic Missile, 1st (9/day)—Ventriloquism (DC 20), At will—Arcane Mark, At will—Bleed (DC 19), At will—Daze (DC 19), At will—Detect Magic, At will—Ghost Sound (DC 19), At will—Mage Hand, At will—Message, At will—Prestidigitation (DC 19), At will—Read Magic
Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any
Organization
solitary
Treasure
double (+3 falchion, other treasure)
Senses
all-around vision, darkvision 60 ft.; Perception +31
Languages
Abyssal, Common, Infernal, Undercommon; comprehend languages, tongues
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
53 House/Core 1 Recognized publisher
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Hover (Feat) — cites Paizo Inc.
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Quicken Spell (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
  • Knows spell: Comprehend Languages (Spell) — core content under OGL 1.0a
  • Knows spell: Tongues (Spell) — core content under OGL 1.0a
  • Knows spell: Clairaudience/Clairvoyance (Spell) — core content under OGL 1.0a
  • Knows spell: Dominate Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Weird (Spell) — core content under OGL 1.0a
  • Knows spell: Shadow Evocation, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Mind Blank (Spell) — core content under OGL 1.0a
  • Knows spell: Shadow Conjuration, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: Spell Turning (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion, Mass (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Baleful Polymorph (Spell) — core content under OGL 1.0a
  • Knows spell: Feeblemind (Spell) — core content under OGL 1.0a
  • Knows spell: Mind Fog (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Globe Of Invulnerability, Lesser (Spell) — core content under OGL 1.0a
  • Knows spell: Scrying (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Nondetection (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Vampiric Touch (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Knock (Spell) — core content under OGL 1.0a
  • Knows spell: Misdirection (Spell) — core content under OGL 1.0a
  • Knows spell: Resist Energy (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Identify (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: Ventriloquism (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Mark (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Daze (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: Message (Spell) — core content under OGL 1.0a
  • Knows spell: Prestidigitation (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
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