XP 19,200 DEFENSE
AC 33, touch 20, flat-footed 23 (+7 Dex, +1 dodge, +1 monk, +9 natural, +4 shield, +1 Wis) OFFENSE
Speed 80 ft., fly 60 ft. (good)
3rd (5/day)—fly, suggestion (DC 19) TACTICSBefore Combat When she is close to the PCs, she begins by disguising herself as a friend of the PCs. She then casts fly, invisibility, expeditious retreat, and shield. If she knows the PCs carry an object familiar to her, she casts locate object on that item to help her track them. She then begins seeking out the PCs, either patrolling the area in a generally clockwise fashion or bee-lining for them if she has locate object active. If she encounters a great obstacle, she retreats immediately. She knows the area well and may point out hazards to the PCs in an attempt to gain their trust once she meets them. During Combat When she first encounters the PCs, disguised as their friend, she tries to convince them that they were sent to their deaths. She warns them about the monster lurking in the area, and tries to encourage the PCs to leave the labyrinth to return to the palace above to confront the man who sent them here (she explains her kukri and javelins away by saying they’re the only weapons she’s been able to recover in this dungeon). If this works, she hangs back in any fight against that man (her rival)—as soon as he realizes what’s going on (which shouldn’t take long, especially if he successfully reads her mind), he tries to blow her cover to win the PCs back to his side. If, on the other hand, the PCs see through her deception, she snarls and attacks. In combat, she takes to the air and favors her javelins, scorching rays, and magic missiles. If pushed into melee, she switches to her physical attacks, delivering stunning fists with her +1 ki focus shock kukri on her first attack each round. Morale She attempts to flee the area to recover if brought below 10 hit points. Base Statistics AC 29, touch 20, flat-footed 19; Speed 50 ft. STATISTICS
Str 18, Dex 24, Con 24, Int 11, Wis 13, Cha 22 SPECIAL ABILITIESDetect Thoughts (Su)A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 21 Will save. The save DC is Charisma-based. |