Library / Bestiary

Rakshasa, Marai

CR 8.00 Outsider LE Medium
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.

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

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)

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, 2nd (5/day)—Scorching Ray, 1st (7/day)—Charm Person, 1st (7/day)—Jump, 1st (7/day)—Mage Armor, 1st (7/day)—Magic Missile, At will—Bleed, At will—Detect Magic, At will—Ghost Sound, At will—Mage Hand, At will—Open/Close, 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
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.