Medium Fiend, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 232 (19d8 + 80)
Speed 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +9, CON +9
Skills Deception +10, Insight +8, Stealth +9
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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, blur, suggestion

1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack. The rakshasa makes three attacks. Two with Azumoth. One with its claws.

Claw. Melee Weapon Attack: +9 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.

Azumoth: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 [rollable](1d6 + 7)

Reactions

Uncanny Dodge: when an attacker that hits T'sar with an Attack, He can use his Reaction to halve the attack's damage against him.

Legendary Resistance (3/Day): If T'sar fails a saving throw, it can choose to succeed instead.

Legendary Actions

T'sar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. T'sar regains spent legendary actions at the start of its turn.

Move (1 Action):  T'sar moves up to its speed without provoking opportunity attacks.

Hide (1 Action): T'sar can attempt to hide.

Azumoth (2 Actions): T'sar makes an Attack with Azumoth

Cast Spell: (3 Actions): T'sar can cast a spell from his spell list

Lair and Lair Actions

Labyrinth of Nightmare: Invisible walls of force crush themselves into narrow tight hallways. These walls are indestructible and do not move. These walls are considered magical and can be dispelled with Dispel Magic with a DC of 18.

Sinister Shadow Games: Loud sirens and flashing lights go off to intentionally distract and discombobulate those inside of the lair. At the beginning of every round the lights in the lair will rotate and change sides. Creatures' Attacks that are not in the same lighting as T'sar are rolled at disadvantage. Creatures with Dark Vision standing in darkness with T'sar can still see him.

One With Darkness: T'sar is given advantage to hide.

Monster Tags: fiend

Habitat: Urban

Malimeezy