Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. 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: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
1/day each: dominate person, fly, plane shift, true seeing
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 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's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.
That's an awesome question. Don't know if you got an answer yet (hope so). From the passage above describing them: "For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years."
I would interpret that as their essence, since they are an evil spirit, returns to the Nine Hells, where it's body will be reformed. Of course you could also interpret that as whatever's left of their body also returns to the Nine Hells. In that case a disintegrated body would just take that much longer to reform, I'd say.
Of course anyone can create a scenario in which you can kill a rakshasa easily. a party of 4 monks? Easy peasy right?
But how many parties of solely monks are there? I'd venture to guess... very few. I've been playing quite a while, and have never in my life DM'd a party of only monks.
Add to the fact that Wizards, sorcerers, Warlocks, (outside of hexblade really), clerics and bards don't even have a way to damage the rakshasa outside of 1 melee attack with a weapon *IF* it is magical until level 13...... So, at least 1 member of your party probably 2 or 3 will just be completely useless in the fight. And if magic items are not falling out of the sky for your melee players.. you're just completely boned.
Plus, you're quite unlikely to know you're even dealing with a rakshasa until it is too late.
Per the usual interpretation of fiends in D&D, their physical bodies are the raw material of the Lower Planes given form by the malevolent spirit of the fiend. So any form of bodily destruction outside their home plane is just an inconvenience as the spirit is shunted back to its home plane and then has to pull together a new body. Disintegrating one could be a good way to make sure it's not foxing you, but as far as the entity itself is concerned there's no difference between dying on the Material Plane from a stab wound, decapitation, or disintegration. Usually the body will disintegrate on its own upon death anyways.
I mean, it can fly, so the monks can't actually hurt it, same with most spellcasters, and on top of that it is more an stealth enemy than an direct combat one
^^ *backwards jazz hands*
That's not how casting spells at higher levels works according to the PHB. Of course, you're free to rule it however you want (preferably as long as you're consistent), but that ruling could stifle a lot of cool stuff...
If you cast it using a 7th level slot, it becomes a 7th level spell. That's how it works for Counterspell and Dispel Magic, which is basically what this monster has. Minimum 7th level Truesight would be required to detect it. That may be the single nerdiest sentence I've ever said.
Any adventurer that can't cast a 6th level spell, isn't good aligned, and doesn't have a piercing weapon that does magical damage simply can't damage the creature. It's also extremely important to note that the Rakshasa is a stealth and political attacker who almost never directly attacks its victims, and uses its smarts and near godly charisma to outwit and out-maneuver its victims before someone it's coerced into doing so can move in for the kill. In fact, in older editions all it took was a standard crossbow bolt to kill it, and even still, most creatures in most campaigns are good aligned, which brings the creature very great fear when dealing with pretty much anyone, leading it to hide behind political and social barriers (I'm pretty sure that it used to be where any good aligned creature ignored its resistances, which was changed in this edition, but don't quote me on that). The creature is much, much more likely to be the secret underground ruler of an entire kingdom or massive illicit guild than your standard, run of the mill fiend; this is why it has such a high charisma score. They're pretty well known to use their honeyed words and vast promises, along with very heavy manipulation, to get absolutely whatever they want without ever getting within a mile of where it took place. It's not said in most editions, but their most kept secret is that they prize human flesh above all else, and usually eat humans in ceremonious feasts in private. I recommend watching this video to get a better grasp on the beast as a whole (read the comments on the video as well).
The challenge rating was likely to guarantee that the players had enough experience to know how to handle the situation, and to also assure that they could damage it. It's also important to note that if anything gets scratched by the creature there's a good chance they'll die of exhaustion from their claw's curse (read the melee attack), which doesn't go away when the creature dies.
This video covers literally everything you could ever want to know about the Rakshasa, and pretty much anything else you can think of that's related to DnD. If anyone else stumbles across this reply, I'd recommend watching the video as well, because it covers literally everything you could possibly need to know, and everything they didn't put into the Monster Manual as well (which, as it turns out, is a surprising amount to say the least).
How do spells like Magic Missile function rp wise? The spell creates darts that are the same all throughout the levels, but you get to create an additional dart that can go to a different target or the same one
Does the curse that means that affected characters who "don't gain benefit from a short or long rest" mean that they don't rest enough to avoid exhaustion? I feel like the answer should be yes, but it doesn't feel clear enough.
Easy. CR is broken in 5e and has been since its inception.
it cant be hit by spells under level 6 so it makes spell casters useless
1. it can choose to be affected by spells of 6th level and below
2. casting a spell with a higher slot is casting the spell at the level of that slot, even if nothing special happens when you upcast it
What are some other monsters with the "can't be affected by spells of X level" trait? I want to have some fun with Silvery Barbs players.
I think you are cherry picking more than you realize. Regardless, with most intelligence-based higher CR creatures, the DM has to put a little work into flushing out the monster’s try potential. Sure, any monster could set traps or hide behind a meat shield, but only something like a Rakshasa could lead a spy ring, conduct espionage, and whittle down an adventuring party without ever engaging them in combat.
Don’t get me wrong; it’s difficult to do. But damn is it worth it in the end!
Maybe a Backwards Idea but I thought about throwing my hat into the ring.
I don't think that Rakshasa are meant to fight against the Party but are instead intended to be Magic Shop Keepers that the Party can't murder Hobo.
Love these!
Ooh, I'm so putting this into my next campaign. A rich, charismatic, Rasputin-type character who has the party work for him for a while until he is discovered.
I named my cat, Rakashka, 17 years ago. I apparently couldn't read back then xD