Rakshasa, Marai

System: Pathfinder | SRD

Rakshasa, Marai CR 8
LE Outsider (native, rakshasa, shapechanger) Medium
Init +5 ; Senses darkvision 60 ft.; Perception +10
Defense
AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
hp 94 (9d10+45)
Fort +8 Ref +11 Will +9
DR 10/good and piercing
SR 23
Offense
Speed 40 ft.
Melee 7 bites +14 (1d4+2 plus confusion)
Ranged 6 energy bolts +14 touch (1d8 plus special)
Special Attacks detect thoughts (DC 18), energy bolts
CMB +11 CMD 27
Statistics
Str 14, Dex 21, Con 20, Int 11, Wis 13, Cha 18
Base Atk +9
Feats Dodge, Iron Will, Silent Spell, Still Spell, Weapon Finesse
Skills Acrobatics +14 (+18 when jumping), Bluff +20, Climb +7, Disguise +16, Knowledge (arcana) +8, Perception +10, Sense Motive +12, Spellcraft +8
Languages Common, Infernal, Undercommon
SQ change shape (any humanoid; alter self)
Special Abilities
Confusion (Su) A creature bitten by a marai's bite (from either its actual mouth or the snakes it has for hands) must succeed at a DC 19 Will save or become confused for 1 round. The save DC is Constitution-based.
Energy Bolts (Ex) Once every 1d4 rounds as a standard action that provokes an attack of opportunity, a marai's six snake arms can each spit a bolt of energy to a maximum range of 60 feet. Each bolt deals 1d8 points of damage and has an additional effect if the target fails to resist it with a DC 19 Fortitude save, as summarized below. The save DC is Constitution-based. Amethyst Viper : Cold damage plus sickened for 1d4 rounds. Crimson Viper : Fire damage plus burn (1d4, DC 19). Emerald Viper : Acid damage plus nauseated for 1 round. Magenta Viper : Electricity damage plus staggered for 1 round. Turquoise Viper : Sonic damage plus stunned for 1 round. Violet Viper : Force damage plus knocked prone.
Spells A marai casts arcane spells as a 5th-level sorcerer.
This finely robed and nimble fiend has six colorful vipers in place of arms, and a long, forked tongue in its fanged mouth.

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