Traitors in the Blood War, the Hollow Rajah serve Fraz-Urb'luu as spies, diplomats and cult leaders. Loathed by the demons of the Abyss and hated by the devils of the Nine Hells, the Rajah relish their allies mistrust and savor their enemies' disgust.
Medium fiend, chaotic evil
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Hit Points 110 (13d8+52)
Speed 40 ft.
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Str Dex Con Int Wis Cha
15 (+2) 17 (+3) 18 (+4) 12 (+1) 17 (+3) 20 (+5)
15 (+2) 17 (+3) 18 (+4) 12 (+1) 17 (+3) 20 (+5)
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Skills Intimidation +10, Insight +8, Persuasion +10
Damage Vulnerabilities piercing from magic weapons wielded by lawful creatures
Damage Immunities bludgeoning, piercing, and slashing from
non magical weapons
Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 13
Languages Common, Abyssal
Challenge 13 (10,000 XP)
Limited Magic Immunity. The rakshasa is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: blur, detect thoughts, disguise self, mage hand, minor illusion
Challenge 13 (10,000 XP)
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Limited Magic Immunity. The rakshasa is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: blur, detect thoughts, disguise self, mage hand, minor illusion
3/day each : charm person, detect magic, fear, invisibility, major image, phantasmal force
1/day each: dominate person, gaseous form, plane shift, true seeing
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ACTIONS
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Multiattack. The hollow rajah makes two claw attacks .
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d8 + 2) slashing damage, and the target is cursed if
it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target with ennui. The cursed target gains a level of exhaustion. The curse lasts until it is lifted by a remove curse spell or similar magic.
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it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target with ennui. The cursed target gains a level of exhaustion. The curse lasts until it is lifted by a remove curse spell or similar magic.
(If you like this post and others like it and have an extra $1 a month, please consider becoming a Patron of Cross Planes at Patreon.)
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