Rakshasa (CR 10)

Medium Outsider (Native)
Alignment: Always lawful evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +13, and Spot +11


AC: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Hit Dice: 7d8+21 (52 hp); DR: 15/good and piercing
Fort +8, Ref +7, Will +6
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +8
Attack: Claw +8 melee
Full Attack: 2 claws +8 melee and bite +3 melee
Damage: Claw 1d4+1, bite 1d6
Special Attacks/Actions: Detect thoughts, spells
Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Special Qualities: Change shape, SR 27,
Feats: Alertness; Combat Casting; Dodge
Skills: Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17(+19 acting), Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, and Spot +11
Advancement: 8-14 HD (Medium-size)
Climate/Terrain: Warm marsh
Organization: Solitary
Treasure/Possessions: Standard coins, double goods, standard items

Source: Monster Manual

Detect Thoughts (Su): A rakshasa can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). It can suppress or resume this ability as a free action.

Spells: A rakshasa casts spells as a 7th-level sorcerer, and can also cast 1st-level cleric spells as arcane spells.

Alternate Form (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18th-level sorcerer, but the rakshasa can remain in the new form indefinitely.

Spell Immunity (Su): Rakshasas ignore the effects of spells and spell like abilities of 8th level or less, just as if the spellcaster had failed to overcome spell resistance.

Vulnerable to Blessed Crossbow Bolts (Ex): Any hit scored with a blessed crossbow bolt instantly slays a rakshasa.

Skills: A rakshasa receives a +4 racial bonus to Bluff and Disguise checks. When using alternate form, it gains an additional +10 circumstance bonus to Disguise checks. If reading an opponent's mind, its circumstance bonus to Bluff and Disguise checks increases by a further +4.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.