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: [rollable]+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.
Billy Bonkers has the ability to use 3 lengendary actions from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Billy Bonkers regains spent legendary actions at the start of its turn.
Chaotic Concoction. The rakshasa makes an intelligence check, on a 13+ he reaches into his magic pouch of wonders to pick out of its magical creation to unleash it.
Phantom Sweets. The rakshasa disappears in a cloud of white candy smoke to reappear in a 60ft location of his choice next to him, he cannot be closer than 10ft from an enemy.
Protective Kaju Katli. The rakshasa animates around him 4 walls of enchanted Kaju Katli, protecting him from anyone and pushing enemies away from him. Enemies must make a dexterity save dc 15 or be pushed on a fail save. On a successful save enemies break the Kaju Katli wall.
The walls have 10 hp, and ac 12.
Lair and Lair Actions
On initiative count 20 (Losing initiative ties) Billy bonkers takes a lair action to cause one of the following effects; He can't use the same effects 2 rounds in a row.
- The factory starts making an awful lot of noise, giving disadvantage to any perception check made with hearing, also at the end of said round if the machines inside of the factory are still operational, they will birth, one candy monster from the candy monster table. (WIP)
- One creature Billy bonkers can see, must make a dexterity saving throw dc 17 or be grabbed by a pair of mechanical arms. If it is not saved from these arms before the end of the round they will be dropped inside a giant cauldron of boiling sugar, causing them to take 10d6 of damage per round, and be restrained.
The region in wich the magical factory was built is affected by its effect in a much bigger radius than most people would know.
- Some trees and other vegetal life in a 10 miles radius are turned into some strange type of crystalline candy. Only vegetal and mineral things can be affected by this.
- Strange mist with the smell of freshly baked cookies often floats around the factory even if nothing is being made, these strange cloud of mist can appear up to 5 miles away from the factory.
- People that are not used to be around the factory often appear to feel the effect of a sugar rush when coming closer, only to feel a sugar crash after a while. Folks usually get accustomed in about a day or two.
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