Actions/Abilities/Traits: (D&D 5e)
Action
Kukri
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage and the target must succeed on a Cha save (DC 17) or become frightened of the raja for 1 round.
Action
Multiattack
The raja makes three kukri attacks, or makes one kukri attack and uses its recruit ally power.
Action
Recruit Ally
The raja magically compels a creature to become its ally, as per the dominate person spell (DC 17)The effect lasts for 1 round.
Special
1st level (4 slots)
charm person, detect magic, magic missile, silent image
Special
2nd level (3 slots)
acid arrow, invisibility, mirror image, suggestion
Special
3rd level (3 slots)
dispel magic, lightning bolt, major image
Special
4th level (3 slots)
defy death*, dimension door, draining mist*
Special
5th level (2 slots)
animate blades*, hold monster
Special
At will
friends, shocking grasp
Special
chain lightning
6th level (1 slots)
Special
Change Shape
As the spell alter self, but concentration is not required.
Special
Phantom Image
As a bonus action, the raja creates an illusion of an exact duplicate of itselfAs long as the phantom image is active, melee and ranged attacks against the raja have tactical disadvantage. The effect ends when the raja is hit by an attack.
Special
Spellcasting
The raja is a 12th-level caster. Its spellcasting ability is Charisma (DC 17, +9 to hit).
Special
Summon Swordspirit (2/Day)
The raja summons two rakshasa swordspirits (see below) to fight for it. The swordspirits appear within 30 feet and act immediately.
Actions/Abilities/Traits: (OSR)
Special
|Change Shape
You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
Special
|Change Shape
Unless otherwise stated, you can remain in an alternate form indefinitely.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Expertise
Action
Feat 2
Dodge
Action
Feat 3
Improved Critical (kukri)
Action
Feat 4
Improved Initiative
Action
Feat 5
Weapon Finesse
Action
Melee 1
+1 kukri +16/+11 (1d4+4/15-20)
Action
Melee 2
claw +10 (1d4+1)
Action
Melee 3
bite +10 (1d6+1)
Special
Detect Thoughts (Su)
A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.