| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 20 | +5 | +5 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 20 | +5 | +5 |
| CHA | 16 | +3 | +3 |
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.
Stride of the Elements. Vimanda's fly and swim speed are equal to her move speed.
Multiattack. Vimanda makes five Elemental Touch attacks. She may replace one of her attacks with a Javelin of Lightning attack.
Elemental Touch. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 5) Acid, Cold, Fire, Lightning, or Thunder damage.
She can also force the target to make a Strength saving throw (DC 18). On a failed save, she can move the target up to 10 feet toward or away from you, as elemental energy swirls around it.
Elemental Burst (Recharge 5–6). Dexterity Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from Vimanda. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder. Failure: 36 (6d10) Energy damage, and the target has the Incapacitated condition until the start of the Vimanda’s next turn. On a successful save, a creature takes half as much damage and is not incapacitated.
Javelin of Lightning Bolt (1/day/javelin). Choose a target no farther than 120 feet from Vimanda. This bolt forms a 5-foot-wide Line between her and the target. The target and each other creature in the Line makes a DC 14 Dexterity saving throw, taking 21 (6d6) (6d6) Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in her hand.
Spellcasting. Vimanda 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, locate object
3/day each: charm person, dispel magic, invisibility, suggestion
1/Day Each: Major Image, Plane Shift
Potion of Healing (Superior) . Gain 8d4+8 health.
Deflect Energy. When Vimanda is hit by an attack, she can reduce the damage from that attack by 27 (2d10 + 16).
If she reduces the damage to 0, she can redirect some of the attack’s force. If she do so, choose a creature she can see within 5 feet of herself if the attack was a melee attack or a creature she can see within 60 feet of herself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw (DC 18) or take the deflected damage.
Vimanda gets 3 legendary actions per turn which replenish at the start of her turn.
Cast a Spell (Costs 2 Actions). Vimanda uses Spellcasting.
Step of the Wind (1 points). Vimanda can take both the Disengage and Dash actions.
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