Rakshasa Haddiyon

The feared aristocrats of the rakshasa, haddiyon have delved deeply into the evil origins of their kind. While the power they unearthed was formidable, the haddiyon paid a terrible price. The entire caste now overflows with a terrible corruption which they spread to all corners of the multiverse with the aid of profane magic. The face of a haddiyon is stripped of flesh, leaving only a skull whose eyes burn with purple flames. Their once magnificent fur is mangy and unkept, for the vile evil that suffuses a haddiyon cannot be contained without cost. Not quite undead, but not worthy of being called alive, these rakshasa are among the most fearsome fiends mortals can ever face.


Medium fiend, lawful evil

Armor Class 21 (natural armor)
Hit Points 178 (21d8 + 84)
Speed 30 ft., fly 50 ft.

11 (+0) 22 (+6) 19 (+4) 18 (+4) 27 (+8) 24 (+7)

Saving Throws Str +5, Dex +11, Con +9, Wis +13
Skills Insight +13, Nature +14, Perception +13, Persuasion +12
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 23
Languages Common, Infernal
Challenge 17 (18,000 XP)


Blightcaller. When the rakshasa affects an area with a spell or magical effect, the ground in that area becomes corrupted. When a non-evil creature on the blighted ground attempts an attack roll, saving throw, or ability check, it rolls a d8 and subtracts the number rolled from the result. Any corruption caused by this effect fades 1 month after the rakshasa leaves the locale.

Natural Spell Immunity. The rakshasa is immune to spells of 8th level or lower unless it wishes to be affected. If it chooses to be affected by a spell cast by an enemy creature, it gains a spell slot of that spell’s level or lower, up to its spell slot maximum.

Spellcasting. The rakshasa is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The rakshasa has the following druid spells prepared:

  • Cantrips (at will): druidcraft, frostbite†, infestation†, produce flame
  • 1st level (4 slots): create or destroy water, detect magic, earth tremor†, entangle
  • 2nd level (3 slots): dust devil†, hold person, moonbeam
  • 3rd level (3 slots): dispel magic, erupting earth†, wind wall
  • 4th level (3 slots): blight, freedom of movement, polymorph
  • 5th level (3 slots): antilife shell, contagion, wrath of nature†
  • 6th level (2 slots): bones of the earth†, transport via plants
  • 7th level (2 slots): reverse gravity, whirlwind†
  • 8th level (1 slot): feeblemind
  • 9th level (1 slot): foresight

Subsume Magic. At the start of each of its turns, the rakshasa can choose to expend a single spell slot of 1st level or higher. When it does so, the rakshasa regains 1d8 hit points plus an additional 1d8 per level of the spell slot expended.


Multiattack. The rakshasa casts up to three spells: a spell of 1st level or higher and two cantrips.

Earth Reaver (Recharge 6). The rakshasa strikes the ground with its fist, causing a tremendous magical explosion in a 300-foot radius centered on it. Creatures standing on the ground in the area must succeed on a DC 21 Dexterity saving throw or take 78 (12d12) bludgeoning damage, or half as much on a success. Objects and structures in the area take double damage from this effect.

Ref: TPKB1 p218