Medium Fiend, Lawful Evil
AC 17 (natural armor)    Initiative +4 (14)
HP 241 (30d8 + 104)
Speed 40 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +4
CON 18 +4 +4
Mod Save
INT 14 +2 +2
WIS 18 +4 +9
CHA 20 +5 +10
Skills Arcana +7, Deception +10, Insight +9, Perception +9
Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell; Piercing from Magic Weapons Wielded by Good Creatures
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Frightened
Gear Potion of Speed, 3 Scrolls of Sending, +2 Kukri (Shortsword that does slashing)
Senses Darkvision 120 ft.; Passive Perception 19
Languages Common, Infernal; can read all writing
CR 14 (XP 11,500; PB +5)
Traits

Limited Magic Immunity. Bahor can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.

 

Magic Weapons. Bahor’s weapon attacks are magical.

Actions

Multiattack. Bahor makes four Kukri attacks.

Kukri. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 4) slashing damage, and the target is cursed if it’s a creature. The 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. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

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’s a creature. The 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.

Spellcasting. Bahor casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, [rollable]+9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Innate Spellcasting"):

At will: Detect Magic, detect thoughts, disguise self, mage hand, minor illusion, message

3/day each: charm person, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion, lightning bolt

1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing, Plane Shift

Legendary Actions

Bahor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Bahor  regains spent legendary actions at the start of his turn.

  • Kukri Attack. The greater rakshasa makes one claw attack.
  • Misleading Escape (Costs 2 Actions). The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa’s next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.
  • Cast a Spell (Costs 3 Actions). The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.

Description

Before Combat: Bahor casts mage armor as soon as the prospect of combat looms (such as upon hearing a palace alarm activated). He uses his third eye to check the various rooms in his palace for intruders. As soon as his foes seem to be drawing near, he casts shield and protection from good.

During Combat: Bahor favors spellcasting in combat, and reverts to his true form only if his enemies know that he isn’t human. If his spells are exhausted or proving useless, he uses a charge from his wand of haste, then resorts to melee tactics. He prefers to fight with allies so he can perform sneak attacks. In such a situation, Bahor tries to remain mobile, moving in and out of combat by using Spring Attack to make a single bleeding sneak attack against a foe each round. On his own, he tries to make full attacks so he can add a bite and a claw to his kukri strikes, using Arcane Strike to gain a +1 bonus on all damage rolls.

Morale: Bahor has little interest in risking everything on bad luck. If reduced to fewer than 100 hit points, he attempts to flee with the aid of invisibility. If he escapes, he retreats to the Cerulean Society guildhall below Old Korvosa to wait things out, and may end up seeking revenge on the PCs at a later date—especially if the PCs interact with the Cerulean Society. Bahor stays behind to fight to the death only if his enemies show that they know of his true nature; allowing anyone to escape his clutches with this knowledge is the thing he fears the most.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the greater rakshasa can take a lair action to cause one of the following magical effects; the rakshasa can’t use the same effect two rounds in a row:

  • A sweetly scented invisible vapor fills the halls of the lair. Each humanoid creature in the lair must succeed on a DC 18 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round.
  • A psychedelic, twisting pattern of colored shapes appears in the air at a point the greater rakshasa can see within 120 feet of it. Each creature, other than the greater rakshasa, that can see the pattern must succeed on a DC 18 Wisdom saving throw or be affected by modify memory with a duration no longer than 1 minute.
  • Shadows twist unnaturally, grabbing a creature within 60 ft., forcing them to make a Strength saving throw (DC 18) or be restrained by magical darkness until initiative count 20 on the next round.

Habitat: Planar (Nine Hells)Urban

Jeffalo

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