Rakshasas

Rakshasas live for the moment of glorious betrayal, the reveal that all struggle against their plans has been in vain, that the game was rigged from the very start and everything their foes have done to thwart them unknowingly served their grand design.

Above and beyond any external reward, rakshasas pursue evil ends to kindle hatred in the eyes of their victims, then watch it gradually turn to despair as the poor unfortunates are made to understand the true degree to which their intellect was unfit to contest that of a rakshasa.

Rakshasa Lore

Arcana DC 10: The bane of all spellcasters, rakshasas are nearly entirely immune to any form of magical assault, and those facing them are advised to rely upon support magics and allies or hirelings. Even those mages powerful enough to overcome this immunity with brute magical force generally prefer to confront rakshasas by more indirect means.
Arcana DC 15: Rakshasas are incredibly adept at reading the intentions of those around them, using this predictive power to preemptively counter every action taken against them. They often over-rely upon this ability, however, and combatants that rapidly change their intended course of action have been known to thwart this tactic. (A creature that knows this may take a different action on its turn than the one it declared when targeted with a rakshasa's Fiendish/Mastermind's Insight).
History DC 10: Rakshasas are fiendish creatures that plan out vast and incomprehensible schemes, carefully crafted with contingencies upon contingencies so that every apparent setback in one corner of their grand plan ultimately
serves the aims of another, and any outcome afterwards seems to be exactly as they intended.
History DC 15: Rakshasas indulge in ostentatious acts of outright villainy, even above and beyond what their
natural demonic cruelty predisposes them toward,
both because they take a perverse sort of glee in
playing the role, and with the covert aim of cultivating
worthy foes they can test their wits against.
History DC 20: The current consensus among demonologists is that this appearance of omnipotent foresight is meticulously cultivated through brazen confidence, telepathy-assisted cold reading, and intense paranoia. In truth, the fact that rakshasas frequently are distracted by three new schemes in the time it takes them to resolve one frequently leads them to make disastrously foolish mistakes.
Religion DC 15: A rakshasa's heart is its weak
point, a fact which the inexperienced dismiss as
obvious and trivial at their peril.
Unless its heart is pierced by a magical weapon
wielded by a creature pure of heart, any slain
rakshasa will inevitably return to life to seek its
vengeance. It is said that the demon lord
Fraz-Urb'luu carves the hearts from the rakshasas in
his service, both to guard them against this fate and
to bind them to his will.

Social Encounters

  • A rakshasa in the guise of a prominent aristocrat has gained a piece of compromising information on one of the party and offers to relinquish her evidence of the fact, along with a hefty reward, if one of them will serve as her body double at the signing of an important treaty at which assassins are expected. While this is true, the more salient fact is she needs to establish an alibi as part of her plan to steal the treasures of office belonging to the other dignitaries in attendance.
  • The underworld of a city is at war, as two rival thieves' guilds engage in a brutal struggle for territory. The leaders of each are alternate identities of the same rakshasa, however, who is waging this conflict in a bid to garner support for a brutal crackdown from a third identity he holds as master of the royal guard.
  • The remarkable peace and goodwill the party observes in a village is due to the actions of a cabal of fey-worshippers who have been kidnapping travelers and trapping their spirits in the feywild, leaving their bodies empty to absorb the evils of the village. The cult normally manages these "sacred vessels" carefully, making sure to dispose of them if they show any signs of fiendish mutation, but have lost track of one when it temporarily seemed to regain consciousness and escape into the village.
  • A king seeks assassins to covertly remove one of his governors, whose ostentatious excesses and overt cruelty toward the peasantry in his domain have led to several uprisings of escalating severity, but is too well politically connected to simply remove from office.

Rakshasa Body Double Tactics

Rakshasa body doubles are typically motivated by some combination of excellent pay, assurances of resurrection if they are killed in the course of work, and compromising blackmail. Such assurances hold only if their true nature is not discovered, however, so they try desperately to keep as much distance between themselves and enemies as possible, using their Shouted Command as they flee and their Sow Chaos only if cornered.

Rakshasa Rukh Tactics

Rukhs attempt to engage foes from a great distance in open terrain, attacking the most formidable melee combatant each turn with their Gathra-Horn War Bow (typically one wielding a weapon that deals piercing damage). Once engaged in melee, they position themselves between at least two foes so they can consistently make use of their Deceptive Feint.

Rakshasa Naztharune Tactics

Naztharunes seek to get close to and isolate an unsuspecting target by impersonating one of its allies, then stabbing it in the back with their Death-Reservoir Dagger.

They use their Saw it Coming to gain a second turn on the first round of combat, afterwards using Fiendish Insight each turn to recharge it and abusing their Disappearing Act to avoid whichever attack they expect to be most devastating.

Rakshasa Ak'Chazar Tactics

Ak'Chazars use their Saw it Coming and Fiendish Insight much as naztharunes do, but rely on their flight to avoid retaliation, rather than invisibility. They use Twist the Heart whenever available. If their foes turn to fight the dominated creature, the ak'chazar simply flies out of reach and
watches to see if they kill it. If not,
however, it attempts to kill the
dominated creature itself, first using
Sneering Command to expend the target's
reaction in case it breaks free and the
rakshasa needs to flee from it.

Rakshasa Rajah Tactics

Rakshasa rajas behave much as Body Doubles early in a fight, retreating to avoid direct conflict as they direct minions and use their Prepared Traps. They use Mastermind's Insight whenever available, but reserve their Saw it Coming for moments when they have an opportunity to use their Sudden Spoiling. They generally prefer to use their Sneering Command, but will switch to Wreath With Flame if forced into melee.

They use Displace Soul against the first creature that hits them with a critical hit that deals piercing damage, otherwise saving it for their final action before they try to escape, typically just after they are reduced below half their hit points if they are outnumbered. The first time they take damage while Saw it Coming is not available, they use their Deceptive Demise, saving the second use for an escape attempt.

With their legendary actions, they use a mix of Glyph Mines and Spiked Pits when unsure of what their opponents will do, prioritizing their Poisoned Potion on any creature that ingests a consumable magic item, and their Tailored Bane on any spellcaster whose actions they can reliably predict, either through their Mastermind's Insight or through observing the creature's habits.

Design Note: Villain Monologues. A player listening to a villain monologue can often feel as though they are losing the chance to act if they don't interrupt. To avoid this issue, you can call for initiative rolls as soon as the party confronts the villain, then start monologuing. For more on this, see Justin Alexander's excellent video on the topic.

Rakshasas never stop taunting the party in combat; as a DM you should be devoting at least as much time on their turns to smack talk as you do to actions, and should feel free to interject outside their turn when an action the PCs take fails to have the desired effect.


'Rakshasa' Body Double

Medium humanoid, any evil alignment


  • Armor Class 14 (Cloth Armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 17 (+3)

  • Skills Deception +7, Intimidation +5
  • Senses Passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Double Deception. The 'rakshasa' is wearing a sophisticated yet mundane rakshasa disguise, cloaked in an illusory humanoid appearance that it may activate or deactivate as a Bonus Action.

A creature that can see through the illusion may discern this fact with a DC 18 Wisdom (Perception) check.

Incendiary Failsafe. If the 'rakshasa' is killed, its corpse bursts into flames. Unless they are extinguished, the corpse becomes unrecognizable after 1d4 rounds.

Actions

Multiattack. The 'rakshasa' uses its Shouted Command twice, one of which it may replace with a use of its Craven Retreat.

Shouted Command. One creature the rakshasa can see within 60 feet may use its reaction to move up to half its speed and make a melee attack.

Craven Retreat. The 'rakshasa' drops Prone, then may Dash or Disengage.

Sow Chaos (1/Day). The 'rakshasa' hurls a container of volatile alchemical substances up to 30 feet to a point it can see, where it bursts and fills a 20 foot radius with sickly yellow fumes.

Each creature in the area must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute (Save Ends at end of turn)

While Poisoned in this way, a creature can't distinguish friend from foe, and must use its reaction to make a melee attack against any creature that enters its reach.

Reactions

Feign Death. When the 'rakshasa' takes any damage, it can appear to die, falling prone and slowing its heart rate.

A creature may discern that it is still alive as an action with a successful DC 15 Wisdom (Medicine) check.


Rakshasa Rukh

Medium fiend, lawful evil


  • Armor Class 18 (Scale Mail, Shield)
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1) 11 (+0)

  • Skills Athletics +7, Perception +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Common, Infernal
  • Challenge 5 (1,800 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes three attacks with its Curseblade Khanda.

Curseblade Khanda. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Gathra-Horn War Bow. Ranged Weapon Attack: +7 to hit, range:special, one target. Hit: 10 (2d8 + 4) piercing plus 14 (4d6) lightning damage.

This attack can target any creature the rakshasa can see. On a hit, the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Reaction

Deceptive Feint.When the rakshasa misses with a melee attack, it can make another melee attack against a different target in its reach.

Rakshasa Social Encounters

  • A recently reincarnated rakshasa misidentifies a member of the party as a descendant of a long-dead thief that absconded with its collection of goblets made from the skulls of famous mages, and attacks in a rage. Once it realizes its mistake, the rakshasa apologizes and entreats the party to help investigate the ancient crime, or otherwise to help it start rebuilding its collection.
  • A vengeful rakshasa recently slain by the party has attempted to reform its body too soon in its impatience, and returned to life in a body too tiny to deal serious
    harm to them. This three-inch rakshasa has infiltrated their home, however, and is resolved to wreak as much mayhem as possible despite the limitation.
  • A string of burglaries have plagued a nearby city, notable both for being targeted at the already poor and marginalized, and for the cryptic and fragmentary clues left at each crime scene. The rakshasa responsible is incensed at the apparent apathy of law enforcement at solving his riddles, and has placed a bounty out for himself under a false identity so the devious work he spent devising them won't be wasted.



Rakshasa Naztharune

Medium fiend, any evil alignment


  • Armor Class 14 (Natural Armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)

  • Skills Deception +11, Insight +9, Stealth +6
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws.

Reversed Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Death-Reservoir Dagger (1/Day). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and the target must make a DC 15 Constitution saving throw.

On a failed save, the creature drops to 0 hit points and makes all saving throws with disadvantage for the next minute. On a success, the creature takes 35 (10d6) poison damage.

Fiendish Insight. One player whose character the rakshasa can see must declare what action the character will take on their following turn, then that character must succeed on a DC 17 Charisma (Deception) check or have the rakshasa learn that information.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Disappearing Act (Recharge 4-6). The rakshasa becomes Invisible until the beginning of its next turn, or until it takes any damage.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Fiendish Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and take an action or a bonus action.

Alone (1/Day). When a creature ends its movement within 5 feet of the rakshasa, the rakshasa can throw a fistful of red powder in its eyes.

The creature must succeed on a DC 15 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn). While Poisoned in this way, a creature cannot distinguish friend from foe.

Creating a Rakshasa

                            Rakshasas are created when a humanoid                       creature's soul is destroyed or otherwise                           expelled from its body, leaving a spiritual void        within their living husk that the fears and hatreds of those around them are gradually drawn into.

While the exact duration depends on the cruelty and density of the surrounding community, if such a husk is sustained for sufficiently long (usually between 1-5 years), it will eventually metamorphose into a rakshasa with no recollection of its previous life.

Certain communities have even been known to        intentionally take advantage of this process, as it is         believed that these sacred vessels serve to purify a          community of its evils and bless it with good fortune.



Rakshasa Ak'Chazar

Medium fiend, any evil alignment


  • Armor Class 16 (Natural Armor)
  • Hit Points 211 (22d8 + 110)
  • Speed 40 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 20 (+5) 21 (+5) 16 (+3) 19 (+4)

  • Saving Throws CON +10
  • Skills Arcana +10 Deception +14, Insight +13, Perception +8
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 13 (10,000 XP)

Eternal Servitude. A living creature that dies while under the rakshasa's control rises at the beginning of its next turn under the rakshasa's control with 30 hit points.

The creature's type becomes undead and its alignment becomes lawful evil, but its statistics otherwise remain unchanged and it retains its memories.

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.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws and uses its Fiendish Insight.

Reversed Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing plus 11 (2d10) necrotic damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Fiendish Insight. One player whose character the rakshasa can see must declare what action the character will take on their following turn, then that character must succeed on a DC 21 Charisma (Deception) check or have the rakshasa learn that information.

Twist the Heart (Recharge 5-6, 7th Level Spell, Concentration). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 44 (8d10) psychic damage and the target must make a DC 18 Wisdom saving throw.

On a failure, the creature is Dominated by the rakshasa for the next hour, and repeats this saving throw whenever it takes damage, ending the effect on a success.

While Dominated in this way, the creature takes 5 (1d10) psychic damage whenever it deals damage to or is dealt damage by a former ally.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Sneering Command. Up to two creatures the rakshasa can see within 60 feet may each use their reaction to move up to half their speed and make a melee attack.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Fiendish Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and take an action or a bonus action.

Deceptive Demise (4th Level Spell, 1/Day). When the rakshasa takes any damage, it can teleport up to 30 feet to a location it can see, turn Invisible until the beginning of its next turn, and can attempt to Hide.

A corpse-like duplicate of the rakshasa is left in its place, which dissolves into mist at the end of the rakshasa's next turn, or if it takes any damage.



Rakshasa Rajah

Medium fiend, any evil alignment


  • Armor Class 17 (Natural Armor)
  • Hit Points 266 (28d8 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 21 (+5) 22 (+6) 19 (+4) 23 (+6)

  • Saving Throws CON +12, WIS +9
  • Skills Arcana +12 Deception +18, Insight +16, Perception +10
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Truesight 120 ft., Passive Perception 20
  • Languages Abyssal, Common, Infernal, Telepathy 60 ft.
  • Challenge 19 (22,000 XP)

Master of Treachery. The rakshasa can sense the presence and nature of conflict between creatures it can see.

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.

Sinister Heart. Any hit scored against the rakshasa by a magical weapon that deals piercing damage and is wielded by a Good-aligned creature becomes a critical.

If the rakshasa is reduced to 0 hit points in this way, it is permanently killed and can't reform in the Abyss.

Legendary Resistances (1/Day). If the rakshasa fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The rakshasa makes two attacks with its Reversed Claws and uses its Mastermind's Insight, if available.

Reversed Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing plus 11 (2d10) necrotic damage, and the target is Cursed.

A creature Cursed in this way that would add any magical bonus to an attack, saving throw, or damage roll instead subtracts the same amount.

Sudden Spoiling (6th Level Spell). One creature the rakshasa can see within 15 feet must succeed on a DC 20 Constitution saving throw or take 49 (11d8) necrotic damage, or half as much on a success.

If this spell was cast as a reaction on the target's turn, the target is additionally Stunned until the end of the rakshasa's next turn.

Mastermind's Insight (Recharge 5-6). Each player whose character the rakshasa can see must declare what action the character will take on their following turn, then each of those characters must succeed on a DC 24 Charisma (Deception) check or have the rakshasa learn that information.

Displace Soul (1/Day, 9th Level Spell, Concentration.) One creature within 5 feet of the rakshasa must succeed on a DC 20 Charisma saving throw or fall Unconscious as its soul is forced out of its body and into the Border Ethereal (Save Ends at end of turn).

The affected creature can still see, hear, and speak faintly across the barrier. A creature that fails three consecutive saving throws against this effect is trapped outside its body until returned by a Wish spell or similar magic.

Bonus Actions

Master of Appearances. The rakshasa assumes the illusory appearance and voice of any humanoid creature it has seen.

Wreath With Flame (3rd Level Spell). Until the end of the rakshasa's turn, its melee attacks deal an additional 7 (2d6) fire damage.

Sneering Command. Up to two creatures the rakshasa can see within 60 feet may each use their reaction to move up to half their speed and make a melee attack.

Reactions

Saw it Coming (Recharges when the rakshasa uses its Mastermind's Insight). When a creature it can see begins to take an action, the rakshasa can move up to its speed and takes an action or a bonus action.

Deceptive Demise (4th Level Spell, 2/Day). When the rakshasa takes any damage, it can teleport up to 30 feet to a location it can see, turn Invisible until the beginning of its next turn, and can attempt to Hide.

A corpse-like duplicate of the rakshasa is left in its place, which dissolves into mist at the end of the rakshasa's next turn, or if it takes any damage.

Legendary Actions

The rakshasa can take 3 legendary actions, choosing from the options below.

Prepared Trap. The rakshasa moves up to 10 feet, then activates a trap that it set earlier in anticipation of its enemies' actions, choosing one of the following effects. A creature targeted with one of these effects cannot be targeted with the same effect until it moves.

  • Spiked Pit. A false floor over a 10 foot deep spiked pit drops away beneath a creature within 60 feet, which must succeed on a DC 20 Dexterity saving throw or fall in, taking 10 (3d6) piercing damage.
  • Poisoned Potion. One creature within 60 feet that ingested a consumable magic item since the end of the rakshasa's last turn must succeed on a DC 20 Constitution saving throw or be Poisoned for the next minute (Save Ends at end of turn).
  • Glyph Mine. One creature within 60 feet and each other creature within 5 feet of it must succeed on a DC 20 Dexterity saving throw or take 9 (2d8) damage of a type of the rakshasa's choice.
  • Tailored Bane. Choose a spell in secret. The first time a creature within 60 feet casts that spell before the beginning of the rakshasa's next turn, the spell targets its caster.

Art Credits

  • Villainous Wealth by Erica Yang
  • Rakshasa Vizier by Nils Hamm
  • Rakshasa's Secret by Magali Villeneuve
  • Rakshasa Gravecaller by Jakub Casper
  • Bisk, Goblin King by Rae Elderidge

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