Rakshasa, Naztharune (CR 11)
Medium Outsider (Native)
Alignment: Always lawful evil
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +14, and Spot +14
Languages: Common, Infernal.
AC: 24 (+5 Dex, +5 natural, +4 mithral shirt), touch 15, flat-footed 24
Hit Dice: 11d8+44 (93 hp); DR: 15/good and piercing
Fort +11, Ref +12, Will +7
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +11; Grapple +13
Attack: Short sword +17 melee; or claw +16 melee; or composite shortbow (+2 Str bonus) +16 ranged
Full Attack: Short sword +15/+10/+5 melee and short sword +15 melee; or 2 claws +16 melee; or composite shortbow (+2 Str bonus) +16/+11/+6 ranged
Damage: Short sword 1d6+2/19-20, short sword 1d6+1/19-20, claw 1d4+2, composite shortbow (+2 Str bonus) 1d6+2/x3
Special Attacks/Actions: Detect thoughts, sneak attack +6d6
Abilities: Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15
Special Qualities: Change shape, evasion, hide in plain sight, improved evasion, improved uncanny dodge, outsider traits, shadow jump, SR 21, uncanny dodge
Feats: Improved Initiative; Two-Weapon Fighting; Weapon Finesse; Weapon Focus (short sword)
Skills: Balance +21, Bluff +20~, Diplomacy +4, Disguise +20* (+22* acting), Escape Artist +19, Hide +19 Intimidate +4, Jump +8, Listen +14, Move Silently +19, Search +16, Spot +14, Survival +0 (+2 following tracks), Tumble +19, and Use Rope +5 (+7 bindings)
Advancement: By character class
Climate/Terrain: Warm marshes
Organization: Solitary or pair
Treasure: Standard plus mithral shirt
Monster Manual III
Detect Thoughts (Su): A naztharune rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 17 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A naztharune rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a naztharune loses its claw attacks (although it usually uses weapons and armor). A naztharune rakshasa typically remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a naztharune reverts to its natural form when killed. A true seeing spell reveals its natural form.
Evasion (Ex): If a naztharune rakshasa is exposed to any effect that normally allows it to attempt a Reflex Saving throw for half damage, it takes no damage with a successful saving throw.
Hide in Plain Sight (Su): A naztharune rakshasa can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a naztharune rakshasa can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Improved Evasion (Ex): This ability works like evasion, except that while a naztharune rakshasa still takes no damage on a successful Reflex save against spells such as a fireball or a breath weapon, it now takes only half damage on a failed save.
Improved Uncanny Dodge (Ex): A naztharune rakshasa cannot be flanked except by a rogue of at least 15th level.
Shadow Jump (Su): A naztharune rakshasa has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A naztharune can jump up to 20 feet each day in this way; this can be a single jump of 20 feet or two jumps of 10 feet each.
Sneak Attack (Ex): If a naztharune rakshasa can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. Basically, the naztharune rakshasa's attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the naztharune rakshasa flanks its target. The naztharune rakshasa's sneak attack ability is equivalent to that of a rogue of a level equal to the creature's Hit Dice. Should the naztharune rakshasa score a critical hit with a sneak attack, this extra damage is not multiplied.
Uncanny Dodge (Ex): A naztharune rakshasa can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.
Skills: A naztharune rakshasa has a +4 racial bonus on Bluff checks and Disguise checks.
*When using change shape, a naztharune rakshasa gains an additional +10 circumstance bonus on Disguise checks. If it is reading an opponent's mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
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.