The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex's ring.
Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.
Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1
Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60')
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion
Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer - Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull's Strength, Cat's Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
Combat
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills
A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Rakshasas As Characters
Rakshasa characters possess the following racial traits.
* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.
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