Rakshasa icon: a tiger’s head
Icon by Delapouite, CC BY 3.0

Rakshasa 5e stat block

Medium fiend, lawful evil · CR 13 · 2024 stat block below

Armor Class
16 (natural armor)
Hit Points
110 (13d8+52)
Speed
40 ft.
Challenge
13 (10,000 XP)
Proficiency bonus
+5
STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)13 (+1)16 (+3)20 (+5)
Skills
Deception +10, Insight +8
Damage vulnerabilities
piercing from magic weapons wielded by good creatures
Damage immunities
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Infernal

Traits

Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing

Actions

Multiattack. The rakshasa makes two claw attacks

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

How many rakshasas for a fight?

A rakshasa is worth 10,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many rakshasas fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
9th——1
10th——1
11th—11
12th—11
13th112
14th112
15th123
16th123
17th124
18th235
19th246
20th258

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the rakshasa compares at CR 13

Against the 7 other challenge 13 monsters in the SRD 5.1, the rakshasa has more hit points than 0 of them, which makes it one of the frailest at its CR. See every CR 13 monster.

StatisticRakshasaCR 13 average
Armor Class1616.9
Hit points110174
Best attack bonus+7+11

Rakshasa 2024 stat block

The 2024 Monster Manual revised the rakshasa, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
17
Hit Points
221 (26d8 + 104)
Speed
40 ft.
Challenge
13 (10,000 XP)
STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)13 (+1)16 (+3)20 (+5)
Damage vulnerabilities
piercing damage from weapons wielded by creatures under the effect of a bless spell
Condition immunities
Charmed, Frightened
Senses
truesight 60 ft., passive Perception 18
Languages
Common, Infernal

Traits

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.

Actions

Multiattack. The rakshasa makes three Cursed Touch attacks.

Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.

Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.

Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Fly, Invisibility, Major Image, Plane Shift

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