Rakshasa Maharaja (5e Creature)
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Rakshasa Maharaja[edit]
Huge fiend, lawful evil Armor Class 18 (natural armor)
Saving Throws Dex +9, Con +14, Wis +10, Cha +13 Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, detect magic, 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. Magic Weapons. The rakshasa's weapon attacks are magical. Regeneration. The rakshasa regains 20 hit points at the start of its turn if it has at least 1 hit point. If the rakshasa takes piercing damage from a magic weapon wielded by a good creature, this trait doesn't function at the beginning of the rakshasa's next turn. ACTIONSMultiattack. The rakshasa makes six melee weapon attacks. Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) slashing damage. The rakshasa regains hit points equal to the damage dealt. Kick. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Ghostfire Attack (Recharge 5-6). The rakshasa uses one of the following special attacks: Ghostfire Breath. The rakshasa exhales ghostly fire in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
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. Move. The rakshasa moves up to its speed without provoking opportunity attacks. |
The most powerful of rakshasas, the maharaja might only be below an asura in actual power but still, his vast armies of akuma, bakemono, oni uraga and other rakshasas generally pay him more respect and deal with him far more often. They can take the appearance of an akuma no tora or they appear as a powerful four armed uraga chieftan. There are only a few handful of them between the worlds and somewhere around ten of them are known. When they prepare though legions upon legions of monsters will flock to their banners. It is said that whole empires have collapsed when these rakshasas awaken and that the reason mortal eras come and go is because of them. To fight a rakshasa maharaja in combat is a spectacle to behold as swirling blades carve a bloody path through even the most armored foes. Strangely enough, the rakshasa maharaja can appear peaceful or serene during times of peace and reflection, but during battle they are rampaging horrors. |
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