b'Rakshasa, Greater \n'b'  Family:   Rakshasa  \n'b' This fiendish mastermind appears as a sleek, white tiger-headed humanoid with bright blue eyes, striking markings and impressive whiskers. Dressed in fine silk robes woven with golden patterns, he lounges indolently on a low seat, smoking a hookah held in his backward paw. \n'b'  Medium   fiend ,  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  144 (17d8 + 68)  Speed  40 ft.\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  18 (+4)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'   Limited Magic Immunity . The greater rakshasa can\xe2\x80\x99t be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. \n'b'  Puppet Master . When the greater rakshasa casts the  charm person  spell, it can target up to five creatures. When it casts the  dominate person  spell, the spell\xe2\x80\x99s duration is concentration, up to 8 hours. \n'b'  Innate Spellcasting . The greater rakshasa\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  detect thoughts ,  disguise self ,  mage hand ,  minor illusion  \n'b'  3/day each :  charm person ,  detect magic ,  invisibility ,  major image ,  suggestion  \n'b'  1/day each :  dominate person ,  fly ,  plane shift ,  true seeing  \n'b'\n'b'  Actions \n'b'   Multiattack . The greater rakshasa makes two claw attacks. \n'b'  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\xe2\x80\x99s 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. \n'b'  Harrowing Visions (Recharge 5-6) . The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies\xe2\x80\x99 worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18  Wisdom  saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes  frightened  for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t  frightened . A  frightened  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Legendary Actions \n'b' The greater  rakshasa  can take 3  legendary actions , choosing from the options below. Only one  legendary action  can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The greater  rakshasa  regains spent  legendary actions  at the start of its turn. \n'b'   Claw Attack . The greater rakshasa makes one claw  attack . \n'b'  Misleading Escape (Costs 2 Actions) . The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa\xe2\x80\x99s next turn, but the  invisibility  ends if the greater rakshasa makes an  attack  or casts a spell before then. \n'b'  Cast a Spell (Costs 3 Actions) . The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal. \n'b'  Lair \n'b' Greater rakshasas make their lairs in opulent mansions and palaces adorned with exquisite and valuable objects of gold and ivory and decorated with precious stones and draperies of the finest silk. They enjoy paintings and other works of art depicting their victories over foes, and they usually have a trophy room filled with skulls and other mementos taken from their enemies. \n'b' Their lairs are guarded by rakshasas and  charmed  humanoids and warded with deadly traps hidden behind cunning illusions. \n'b' A greater  rakshasa  encountered in its lair has a challenge rating of 16 (15,000 XP). \n'b' Lair Actions \n'b' On  initiative  count 20 (losing  initiative  ties), the greater rakshasa can take a lair action to cause one of the following magical effects; the rakshasa can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'  A sweetly scented invisible vapor fills the halls of the lair. Each humanoid creature in the lair must succeed on a DC 18  Wisdom  saving throw or have disadvantage on saving throws against enchantment spells until  initiative  count 20 on the next round. \n'b' A psychedelic, twisting pattern of colored shapes appears in the air at a point the greater rakshasa can see within 120 feet of it. Each creature, other than the greater rakshasa, that can see the pattern must succeed on a DC 18  Wisdom  saving throw or become incapacitated with a speed of 0 until  initiative  count 20 on the next round. \n'b' Four quasi-real Medium swarms of burning monkeys (use swarm of rats statistics) appear in spaces that the greater rakshasa can see within 60 feet; these spaces can be occupied. The monkeys act immediately. A creature starting its turn in a space occupied by burning monkeys takes 3 (1d6) fire damage and must make a DC 18  Wisdom  saving throw or become confused. This works like the  confusion  spell, except it only lasts 1 round. The burning monkeys disappear on  initiative  count 20 on the next round. \n'b'  Regional Effects \n'b' The region containing a greater  rakshasa\xe2\x80\x99s  lair is warped by the fiend\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'  A creature hostile to the greater rakshasa can\xe2\x80\x99t recover from  exhaustion  after a  long rest  while within 1 mile of the rakshasa\xe2\x80\x99s lair as its  sleep  is haunted by strange dreams. \n'b' The greater rakshasa cloaks the traps protecting its lair with clever illusions.  Wisdom  ( Perception ) checks to detect traps within the lair are made with disadvantage. \n'b'  About \n'b' Greater rakshasas are more powerful cousins of standard rakshasas. When a truly wicked rakshasa is reincarnated after several lifetimes of treachery and depravity, it will return to the Material Plane from the Hells as a member of a higher caste. \n'b'  Master Manipulators . Greater rakshasas are driven by a lust for power, keeping their true natures hidden as they maneuver themselves into the highest echelons of society.\xc2\xa0Some rule duchies, baronies, or even whole kingdoms, while others are content to be the power behind the throne, pulling the strings as the king\xe2\x80\x99s vizier or first minister.\xc2\xa0No scheme is ever too complicated for them, and they are willing to employ a variety of techniques to achieve their aims, including eloquence, deception, bribery, blackmail, and intimidation.\xc2\xa0Greater rakshasas are adept at assuming multiple identities to carry out their plots, sometimes whispering in the same person\xe2\x80\x99s ear from different guises to sway them. \n'b'  Wickedly Decadent . A greater rakshasa seeks to live a life of luxury and vice. Like its lesser cousin, it takes pleasure in toying with mortals as it carries out its evil schemes, manipulating and corrupting foolish creatures, then feeding on their flesh when tiring of them. A greater rakshasa usually has several rakshasas in its service, as well as a number of  charmed  humanoid guards and retainers. Although it is a capable melee fighter, a greater rakshasa considers hand-to-hand combat beneath it, preferring to use magical domination and fear whenever possible.'