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Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 13 (10,000 XP), Medium fiend, Lawful Evil
Skills Deception +10, Insight +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be, and has advantage on saves against all other spells and magical effects.
Innate Spellcasting. The rakshasa’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: at will: detect thoughts, disguise self, mage hand, minor illusion; 1/day each: fly, invisibility, major image, plane shift, true seeing.
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) slashing damage, and the wound magically festers if the target was reduced below half its hit point maximum.
How hard a fight? Against a party of four, a single rakshasa is deadly at levels 1–9, hard at levels 10–11, medium at levels 12–14 and easy at levels 15–19, and barely a challenge from level 20. Add allies or more foes in the encounter generator.
Where you'll find it: towns and cities and forests.
Story hooks
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.