Rakshasa
- Armor Class
- -4 [23] (m)
- Hit Dice
- 7
- Attacks
- Bite or Claw (1d6)
- Special
- magic weapons to hit, 6th-level spellcasting from Magic-User/Cleric lists, powerful illusions, mind reading, +4 on saving throws against magic, blessed bolt vulnerability
- Move
- 12
- HDE/XP
- 9/1,100
Description
In their natural form, rakshasa appear as tiger-headed humanoids; they have claws which curve backward, so that their claw attack is delivered with a backhand strike. However, rakshasa are able to create powerful illusions including sight, sound, and even touch, and generally use them to change their own appearance to one less threatening to any potential victims. This task is made substantially easier by the fact that they can use Detect Thoughts (ESP) (as the spell) at will.
While chaotic and rather bloodthirsty in nature, rakshasa may choose to fight at the side of any character or under the command of any ruler.
Rakshasa are naturally and powerfully magical. All rakshasa cast spells as if 6th-level Magic-users, but may choose spells from either the Magic-user or the Cleric lists without restriction and with no need for spellbooks. Rakshasa leaders will cast spells at higher levels as determined by the GM.
All rakshasa are highly magic resistant, such that they receive a +4 on all saving throws against any magical spell or effect. However, they have a single significant weakness: a hit from an arrow or crossbow bolt blessed by a Cleric will kill one outright unless a saving throw against magic is made (without the +4).
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.