Rakshasa (Dungeons & Dragons)

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Dungeons & Dragons creature
Rakshasa
Alignment Lawful Evil
Type Outsider
Mythological origins Rakshasa
Image Wizards.com image
Stats OGL stats

In the Dungeons & Dragons role-playing game, a rakshasa is a type of evil outsider from the lawful evil parts of the Outer Planes, though the fact they have the Native subtype suggests that most live on the Material Plane. They are powerful sorcerers and, although they disdain physical fighting as ignoble, can be dangerous in close combat as well.

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[edit] Physical description

Rakshasas natural shapes are relatively humanoid although they are clearly not human, as they have the heads of beasts -- usually tigers, but sometimes apes, crocodiles, mantises, or other creatures. Their hands also look disturbing to most humans, as their palms are where the back of the hands would be in humans. The Rakshasa are capable of hiding their disturbing appearance at any time, as they can choose any humanoid form at will.

[edit] Types

In addition to the most common, there are several different castes of Rakshasa.

The Ak'chazar have the heads of white tigers and are skinnier than common Rakshasa. They are unusually powerful spellcasters, even for Rakshasa, and specialize in necromantic magic. To use their necromantic powers to their full potential the Ak'chazar often use graveyards or old battlefields as their headquarters. When working on one of their dark schemes the Ak'chazar often let their undead do the physical work while they stay behind the scenes themselves.

The Naztharune have the heads of black tigers and are covered in black fur. They have few magical powers but compensate by being strong fighters, specializing in assassination. They lack most Rakshasa's need to be the leader of any organisation that they are part of, often working for other Rakshasa.

The Naityan Rakshasa are shapeshifters with the ability to utilize different supernatural combat styles based on their current forms.

The Zakyas resemble standard rakshasas, but rather than focusing on sorcery, they are skilled melee combatants and weapon masters. They use their weak magical powers to supplement their martial prowess.

Rakshasa Knights focus on hunting paladins on behalf of Ravanna, while Rakshasa Lords serve as his high priests.

[edit] Society

Rakshasa are solitary beings, although they do occasionally cooperate with each other. Since Rakshasa are ambitious beings, as well as being solitary, sorcerous shapeshifters, they typically hold leading positions in whatever undertaking they are involved in. They are therefore typical boss monsters.

Rakshasa revere Ravanna, King of Rakshasas, a ten-headed lesser god who can only be harmed by non-deific creatures from the Material Plane.

[edit] Rakshasa in Eberron

In the Eberron campaign setting, rakshasa were once a major world power, but were defeated and forced into withdrawal from active participation in world events by the couatls.

In the Eberron campaign setting, Rakshasa Rajahs are beings of near deific power, although they are not deities. Also known as Overlords, they are second only to the progenitor dragons and the release of one is a world-threatening event.

[edit] References

  • Bennie, Scott. "Never the Same Thing Twice." Dragon #84 (TSR, 1984).
  • Burlew, Rich, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, and P. Nathan Toomey. Monster Manual III (Wizards of the Coast, 2004).


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