Rakshasa Andhere

Striking with the fury of a tiger and the grace of a serpent, the patient andhere is a masterful predator of mortals. Keeping with the tiger-headed motif shared by all rakshasa, the hair of an andhere is an inky black with its stripes barely highlighted. These fiends are the most subtle and deceptive of their kind, acting as personal assassins and spies within the rakshasa courts. When called to the mortal realms, andhere are almost impossible to detect. Few beings can escape the blades of an andhere, magical weaponry infused with the evil of the hells; the andhere evade capture and powerful magic alike with extraordinary ease.


Medium fiend, lawful evil

Armor Class 22 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 50 ft.

11 (+0) 23 (+6) 16 (+3) 14 (+2) 17 (+3) 20 (+5)

Saving Throws Dex +11, Con +8, Cha +10
Skills Acrobatics +16, Deception +15, Insight +8, Perception +8, Stealth +16
Damage Vulnerabilities piercing from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 18
Languages Common, Infernal
Challenge 14 (11,500 XP)


Cunning Action. On each of its turns, the rakshasa can use a bonus action to take the Dash, Disengage, or Hide action.

Shadow in the Night. The rakshasa is invisible when in dim light or darkness.

Sneak Attack (1/Turn). The rakshasa deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rakshasa that isn’t incapacitated and the rakshasa doesn’t have disadvantage on the attack roll.

Tools of Assassination. The rakshasa’s weapons are magical and composed of fiendish green steel. The rakshasa has a +2 bonus to attack and damage rolls (included in the attack) made with its talwar. If the rakshasa starts its turn and is not in possession of its talwar, the weapons magically reappear in its possession.


Multiattack. The rakshasa makes two attacks and takes one other action.

Shadow Step. The rakshasa magically teleports up to 120 feet to an unoccupied space it can see that is in dim light or darkness.

Snuff Light. The rakshasa blows a puff of air at a source of light from an object (such as a torch or lantern) or a magical effect (such as light) it can see. The light is snuffed out immediately, and spells or magical effects producing light affected by this feature immediately end.

Talwar. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d8 + 8) slashing damage. If the attack scores a critical hit, double the damage of the attack.


Deceptive Magic Immunity. When the rakshasa is affected by a spell or magical effect, it can use its reaction to attempt a Charisma (Deception) ability check versus the source’s spell save DC. On a success, the rakshasa is unaffected and a creature of the rakshasa’s choice that it can see is affected instead.

Ref: TPKB1 p214