Library / Bestiary

Rakshasa, Tataka

CR 15.00 Outsider LE Large HD 18
This towering, blue-skinned woman has backward-facing hands and a feral, animal-like visage with exaggerated features.

Tataka rakshasas are the least subtle and largest of their kind. They are philosophers and fanatics, loyal servants of the rakshasa immortals. Their familiarity with religion and its trappings makes them excellent corruptors and blasphemers. Such rakshasas might assault sacred sites or rituals directly so as to foil good works and slay holy people. A tataka holds all religions in contempt save the worship of rakshasas, and it openly mocks and assaults any who dare believe otherwise.

Tataka rakshasas are more than zealots, though, and they train from an early age in martial arts—their strikes can break bones as surely as any unarmed strike from a monk or other practitioner of such styles of combat.

A typical tataka is 12 feet tall and weighs 1,300 pounds.

HP
225 (18d10+126)
AC
28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural, -1 size)
Init
+3
Speed
40 ft.; air walk
Fort
+18
Ref
+9
Will
+12
BAB
+18
CMB
+26
CMD
40
Melee
unarmed strike +24/+19/+14/+9 (2d6+7/19-20), bite +19 (1d8+3)
Space
10 ft.
Reach
10 ft.
DR
15/good and piercing
SR
30
Racial Modifiers
+4 Bluff, +8 Disguise
str
24
+7
dex
16
+3
con
25
+7
int
13
+1
wis
13
+1
cha
20
+5

Weapons: Martial, Simple

detect thoughts (DC 24)

Martial Artist — A tataka's unarmed strikes deal 2d6 points of damage. If a tataka gains monk levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, whichever is higher. Its unarmed strikes function as lawful and evil weapons for overcoming damage reduction.

change shape (any humanoid; alter self or giant form I)

Universal Monster Rules

Change Shape (any humanoid; alter self or giant form I) 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 24) from text
Martial Artist from text
A tataka's unarmed strikes deal 2d6 points of damage. If a tataka gains monk levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, whichever is higher. Its unarmed strikes function as lawful and evil weapons for overcoming damage reduction.

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

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.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls
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
Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Critical (unarmed strike) from Feat

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

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +18 (+22 when jumping), Bluff +23, Climb +17, Disguise +26, Intimidate +23, Knowledge (religion) +10, Perception +19, Sense Motive +19, Survival +16, Swim +18

spell-like abilities:
Constant—Air Walk, Constant—True Seeing (DC 21)
spells known:
6th (3/day)—Heal (DC 20), 5th (6/day)—Flame Strike (DC 19), 5th (6/day)—Telekinesis (DC 20), 4th (7/day)—Charm Monster, 4th (7/day)—Dimension Door, 4th (7/day)—Freedom Of Movement (DC 19), 3rd (7/day)—Dispel Magic, 3rd (7/day)—Fireball (DC 18), 3rd (7/day)—Haste (DC 18), 3rd (7/day)—Rage, 2nd (7/day)—Acid Arrow, 2nd (7/day)—Cure Moderate Wounds (DC 17), 2nd (7/day)—Death Knell (DC 16), 2nd (7/day)—Invisibility (DC 17), 2nd (7/day)—Misdirection, 1st (8/day)—Command (DC 16), 1st (8/day)—Mage Armor (DC 16), 1st (8/day)—Magic Missile, 1st (8/day)—Ray Of Enfeeblement (DC 16), 1st (8/day)—Shield Of Faith (DC 16), At will—Acid Splash, At will—Bleed (DC 15), At will—Light, At will—Mage Hand, At will—Mending (DC 15), At will—Message, At will—Open/Close (DC 15), At will—Prestidigitation (DC 15), At will—Read Magic
Details
Type
Outsider
Alignment
LE
Size
Large
Environment
any
Organization
solitary, pair, patrol (3-6)
Treasure
standard
Senses
darkvision 60 ft., scent, true seeing; Perception +19
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
40 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Critical Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Great Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Air Walk (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Heal (Spell) — core content under OGL 1.0a
  • Knows spell: Flame Strike (Spell) — core content under OGL 1.0a
  • Knows spell: Telekinesis (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: Freedom Of Movement (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Fireball (Spell) — core content under OGL 1.0a
  • Knows spell: Haste (Spell) — core content under OGL 1.0a
  • Knows spell: Rage (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Arrow (Spell) — core content under OGL 1.0a
  • Knows spell: Cure Moderate Wounds (Spell) — core content under OGL 1.0a
  • Knows spell: Death Knell (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Misdirection (Spell) — core content under OGL 1.0a
  • Knows spell: Command (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: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Shield Of Faith (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Splash (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Light (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Mending (Spell) — core content under OGL 1.0a
  • Knows spell: Message (Spell) — core content under OGL 1.0a
  • Knows spell: Open/Close (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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