Rakshasa, Ak'chazar (CR 15)

Medium Outsider (Native)
Alignment: Always lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +24, and Spot +24


AC: 28 (+5 Dex, +13 natural), touch 15, flat-footed 23
Hit Dice: 17d8+68 (144 hp); DR: 15/good and piercing
Fort +14, Ref +15, Will +14
Speed: 40 ft., fly 40 ft. (average)
Space: 5 ft./5 ft.
Base Attack +17; Grapple +19
Attack: Claw +19 melee
Full Attack: 2 claws +19 melee and bite +14 melee
Damage: Claw 1d4+2, bite 1d6+1
Special Attacks/Actions: Pain wave, rebuke undead (+6, 2d6+26, 20th), spell-like abilities, spells
Abilities: Str 15, Dex 20, Con 18, Int 19, Wis 19, Cha 22
Special Qualities: Change shape, outsider traits, SR 31
Feats: Combat Casting; Improved Initiative; Spell Focus (enchantment); Spell Focus (necromancy); Silent Spell; Still Spell
Skills: Bluff +30, Concentration +24, Diplomacy +24, Disguise +16 (+18 acting), Escape Artist +25, Gather Information +16, Hide +20, Intimidate +22, Knowledge (arcana) +24, Knowledge (the planes) +24, Listen +24, Move Silently +20, Sense Motive +14, Spellcraft +26, Spot +24, Survival +4 (+6 other planes), and Use Rope +5 (+7 bindings)
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary or entourage (1 plus undead; see below)
Treasure: Standard coins; double goods; double items

Source: Monster Manual III

Change Shape (Su): An ak'chazar rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, an ak'chazar rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead).

An ak'chazar rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but an ak'chazar rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Pain Wave (Su): Three times per day for 1 round per Hit Dice, an ak'chazar rakshasa can emit an aura of negative energy as a free action. Every creature within 20 feet of an ak'chazar rakshasa when it activates the ability is subject to an inflict moderate wounds spell (caster level 20th) and becomes shaken for 1d6+1 rounds. Creatures within the area can make a DC 24 Will save for half damage (and to ignore the shaken effect). The save DC is Charisma-based.

Rebuke Undead (Su): An ak'chazar rakshasa can rebuke and command undead as a 20th-level cleric. An ak'chazar rakshasa can make up to nine rebuke attempts per day.

Spell-Like Abilities: 3/day - animate dead; 2/day - control undead (DC 23), create undead; 1/day - create greater undead, magic jar (DC 21), trap the soul (DC 24). Caster level 20th.

Spells: An ak'chazar rakshasa casts spells as a 12th-level sorcerer. It favors spells of the necromancy and enchantment schools.

Typical Sorcerer Spells Known (6/8/8/7/7/6/4): 0 - daze (DC 17), detect magic, disrupt undead (+22 ranged touch), mage hand, open/close, prestidigitation, ray of frost (+22 ranged touch), read magic, touch of fatigue (+19 melee touch, DC 17); 1st - charm person (DC 18), chill touch (+19 melee touch, DC 18), mage armor, magic missile, ray of enfeeblement (+22 ranged touch); 2nd - blindness/deafness (DC 19), daze monster (DC 19), false life, mirror image, touch of idiocy (+19 melee touch); 3rd - halt undead (DC 20), lightning bolt (DC 19), ray of exhaustion (+22 ranged touch, DC 20), suggestion (DC 20); 4th - charm monster (DC 21), confusion (DC 21), enervation (+22 ranged touch); 5th - dominate person (DC 22), teleport; 6th - disintegrate (+22 ranged touch, DC 22).

Skills: Ak'chazar rakshasas have a +4 racial bonus on Bluff, Diplomacy, and Intimidate checks.

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.