Rakshasa Avatara (5e Creature)
Rakshasa Avatara[edit]
Medium fiend, lawful evil Armor Class 16 (natural armor)
Saving Throws Con +9, Int +11, Wis +9 Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Spellcasting. The rakshasa is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The rakshasa has the following wizard spells prepared: Cantrips (at will): fire bolt, poison spray, ray of frost Two Heads. The rakshasa has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious. ACTIONSMultiattack. The rakshasa casts a cantrip and makes two attacks with its claws. Claws. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
LEGENDARY ACTIONSThe rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The rakshasa regains spent legendary actions at the start of its turn. Claw. The rakshasa makes one claw attack. |
Rakshasa avataras are rarely seen in their true forms, preferring to use one of numerous magical disguises, such as an oni, yokai or humanoid. They have four arms much like their high powered brethren and two heads with three eyes per head. They are very weak in combat but they are exceptionally powerful with the arcane forces of magic. and they can rain down a storm of lower-level magical spells or use an incredibly powerful combination of higher-level spells. |
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