b'Rakshasa, Raja \n'b'  Family:   Rakshasa  \n'b'  Medium   fiend ,  neutral evil  \n'b'  Armor Class  19 (natural armor, leather)  Hit Points  102 (12d8 + 48)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  19 (+4)  INT:  17 (+3)  WIS:  15 (+2)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +7,  Wis  +6,  Cha  +9, tactical advantage on saves vs spells and magical effects.  Skills   Deception  +9,  Insight  +6,  Perception  +6  Damage Resistances  weapon damage, except for magical piercing damage dealt by a Good-aligned creature  Senses  passive  Perception  16  Languages  Low Atlantean,  Rakshasa   Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Change Shape  As the spell  alter self , but concentration is not required. \n'b'  Phantom Image  As a bonus action, the raja creates an illusion of an exact duplicate of itself. As long as the phantom image is active, melee and  ranged attacks  against the raja have tactical disadvantage. The effect ends when the raja is hit by an  attack . \n'b'  Summon Swordspirit (2/Day) . The raja summons two  rakshasa  swordspirits (see below) to fight for it. The swordspirits appear within 30 feet and act immediately. \n'b'  Spellcasting . The raja is a 12th-level caster. Its spellcasting ability is  Charisma  (DC 17, +9 to hit).\n'b'\n'b'\n'b'  At will : friends,  shocking grasp  \n'b'  1st level (4 slots) :  charm person ,  detect magic ,  magic missile ,  silent image  \n'b'  2nd level (3 slots) :  acid arrow ,  invisibility ,  mirror image ,  suggestion  \n'b'  3rd level (3 slots) :  dispel magic ,  lightning bolt ,  major image  \n'b'  4th level (3 slots) : defy death*,  dimension door , draining mist* \n'b'  5th level (2 slots) : animate blades*,  hold monster  \n'b'  6th level (1 slots) :  chain lightning  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The raja makes three kukri attacks, or makes one kukri  attack  and uses its recruit ally power. \n'b'  Kukri .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 1d4+4 piercing damage and the target must succeed on a  Cha  save (DC 17) or become  frightened  of the raja for 1 round. \n'b'  Recruit Ally  The raja magically compels a creature to become its ally, as per the  dominate person  spell (DC 17). The effect lasts for 1 round. \n'b'\n'b' ABOUT \n'b' This tiger-headed humanoid exudes an air of confidence and elegance with an undercurrent of evil. It is dressed in fine silk robes, with jeweled rings on the fingers of its unnatural hands. \n'b' The rakshasa raja is a scheming lord usually surrounded by servitors, either lesser rakshasa or summoned and bound demons. A raja revels in turning its foes against each other and sowing doubt and distrust in its enemies. \n'b' While it projects an air of sophistication and culture, it is still a dangerous spirit of unredeemable evil, and will not shirk away from violence and bloodlust if and when civility breaks down. \n'b' Immortal beings with a ceaseless appetite for evil, the rakshasas have changed their tactics from overt destruction to covert corruption. They only reveal their true nature if they are in their homelands or want to gloat over certain victory. \n'b' Now the rakshasa rajas are building their empires again. Rakshasa spies infiltrate major city states, learning who to corrupt, and who to kill.'