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BAHOR CREATURE 14
LE MEDIUM FIEND RAKSHASA
Perception +25; Darkvision
Languages Common, Infernal, Undercommon
Skills Deception +29, Diplomacy +27, Intimidation +27, Occultism +24, Performance +25, Stealth +26
Str +4, Dex +7, Con +4, Int +3, Wis +2, Cha +5
Items +2 striking kukri, rakshasan third eye, wand of haste
AC 36; Fort +25, Ref +27, Will +24; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic
HP 225; Resistances physical 10 (except piercing); Weaknesses good 10
Scoff at the Divine
Trigger A creature within 30 feet casts a divine spell or uses a divine ability. Requirements Bahor has an unexpended spell slot that can be used to cast dispel magic. Effect Bahor expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability. Bahor can’t Scoff at the divine for 1d4 rounds.
Speed 35 feet
Melee kukri +29 (agile, finesse, magical, trip), Damage 2d6+13 slashing
Melee fangs +27 (agile, magical), Damage 2d12+13 piercing
Melee claw +28 (agile, finesse, magical), Damage 2d8+13 slashing
Occult Spontaneous Spells DC 37, attack +29 ; 7th (4 slots) prismatic spray, project image, warp mind; 6th (4 slots) blinding fury, scrying, vibrant pattern; 5th (4 slots) dispel magic, hallucination, shadow blast; 4th (4 slots) clairvoyance, dispel magic, fly, suggestion; 3rd (4 slots) clairaudience, dispel magic, nondetection, vampiric touch; 2nd (4 slots) blur, hideous laughter, invisibility; 1st (4 slots) charm, illusory object, item facade; Cantrips (5th) detect magic, ghost sound, mage hand, read aura, sigil
Occult Innate Spells DC 37; 3rd mind reading (at will);
Change Shape
(concentrate, occult, polymorph, transmutation) Bahor takes on the appearance of any Medium humanoid. This doesn’t change Bahor’s Speed or his attack and damage modifiers with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning). He typically loses his fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
Disturbing Vision
(concentrate, enchantment, mental, occult) Bahor’s eyes flash green as he projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the Bahor’s past lives. Each non-evil creature in the area must succeed at a DC 34 Will save or become sickened 2 (and stunned 1 on a critical failure). The visions last 1d4 rounds, and while they do, Bahor and all evil creatures in the area gain a +2 status bonus to all checks. Bahor can use this ability again only once the previous visions end.