Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 2nd 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
Will to Survive. The Endgame Rakshasa has maximum hit points for its hit dice.
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (3d6 + 4) slashing damage, and the target is cursed if it is a creature. The creature must make a DC15 Wisdom saving throw or be Blinded until the end of its next turn. The curse can be lifted earlier by a remove curse spell or similar magic.
The Endgame Rakshasa has 3 legendary actions, and can take one legendary action at the end of another creature's turn. It regains the use of all legendary actions at the start of its turn.
Claw. The Endgame Rakshasa makes a claw attack.
Cat's Grace. The Endgame Rakshasa can move up to its speed without provoking opportunity attacks.
Pride's Roar. The Endgame Rakshasa roars, forcing all creatures within 30ft to make a DC15 constitution saving throw or lose concentration on any spells.
Charm Person (costs 2 action). The Rakshasa casts Charm Person if it has the spell slots to do so.
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