| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 17 | +3 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 16 | +3 | +3 |
| CHA | 20 | +5 | +5 |
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.
Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Fly, Invisibility, Major Image, Plane Shift
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Posted Mar 4, 2026In my personal campaigns, and several others (like Matt Mercer), when the Rakshasa is killed on the material plane Fiendish Restoration sends it back to the Nine Hells, however it is not instantly 'reborn'. It takes a period of weeks or months for the creatures 'soul' to reform in the Nine Hells, so it cannot instantly Plane Shift back. And the reformation process is not a pleasant one, often leaving the Rakshasa scarred, angered and hell bent on seeking revenge on any creature who slays it.
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Posted May 6, 2026It got weaker.
it always makes magic saves, but in many cases that means it still takes damage from those effects.
Smite still does half damage and it lost its non-magical weapon immunities.
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Posted May 6, 2026Oh, don't worry. I fixed that
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Posted May 22, 2026I agree with you, this version of the Rakshasa is broken in far too many ways to be playable without major changes. The changes pretty much turn them into the D&D version of the T1000. Greater Magic Resistance is maybe okay against high level parties when casters had more 8th and 9th level slots, but this version is just frustrating for players. It is the magic users equivalent of being paralyzed by a Ghoul. Fiendish Restoration with a 1/day Plane Shift completely robs the flavor that Evil Reborn had in the 5E version. The flavor of Evil Reborn is so much better. It flavors the Rakshasa as the patient serial killer risking months or years of painful rebirth to travel the planes to track down the descendants of those that they feel aggrieved them. Fiendish Restoration is the tired plot for a really bad slasher movie.
However the curse aspect is really a non-issue assuming your cleric survives, by level 13, the party cleric should be able to handle the curse part of its attack by using their 3 and 4+ spell slots to cast Remove Curse.
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Posted May 23, 2026You are basically describing the Evil Reborn feature from 5E version of the monster. It is a much more flavorful feature than the 5.5E Fiendish Restoration.
The more deeply I look at 5.5E, the more it feels like the Apple Design philosophy, "Simplify for the sake of simplification, not necessarily for improved functionality," applied to D&D. Stat blocks may be streamlined, but they are bland, with no feeling and most things just working the same. Evil Reborn gave Vox Machina a ticking clock and drove a plot line where they had to travel to the Hells to deal with Hotis once and for all. Fiendish Restoration is just a daily damage tax that they party has to pay to get on with whatever they were planning to do next.