Rakshasa
Rakshasa CR 10
LE Medium Outsider (Native)
Init +4 (+4 Dex); Senses Darkvision 60 ft; listen +, spot +
Languages Common, Infernal, Undercommon.
AC 23, touch 14, flat-footed 19 (+4 Dex, +9 natural); +1 Dodge
HP 66 (7 HD); DR 15/good and piercing
SR 27; PR 14
Fort +10, Ref +9, Will +8
Speed 40 ft
Melee 2 claws +10 (1d4+3) and bite +5 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Special Atks Detect thoughts, spells
Spells CL 7, +10 melee touch, +11 ranged touch: A rakshasa casts spells as a 7th-level sorcerer.
Abilities Str 16, Dex 18, Con 20, Int 16, Wis 16, Cha 20
SQ Change shape, damage reduction 15/good and piercing, darkvision 60 ft, spell resistance 27
Feats Alertness, Combat Casting, Dodge
Skills bluff +22*, concentration +15, diplomacy +21, disguise +19 (+22 acting)*, intimidate +18, listen +15, move silently +14, perform (oratory) +15, sense motive +16, sleight of hand +7, spellcraft +13, spot +15, use magic device +3 (+6 involving scrolls)
Possessions/Treasure Standard coins; double goods; standard items
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 17 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on bluff and disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on disguise checks. If reading an opponent's mind, its circumstance bonus on bluff and disguise checks increases by a further +4.
Spells/day: 6/8/7/5
Spells Known: 7/5/3/2
Spell saves: 15 + spell level
Typical Spells Known: 0-Level: detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st-Level: charm person, mage armor, magic missile, shield, silent image; 2nd-Level: bear's endurance, invisibility, acid arrow; 3rd-Level: haste, suggestion.
Environment: Warm marshes
Organization: Solitary
Advancement: By character class
Level Adjustment: +7

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c) - highly improbable; given to unrealistic fantasies; fanciful
m)- a state of abstraction; a reverie