13th Age Adopt-A-Monster 2017

Download the free 13th Age Bestiary 2 preview pack, with the Great Ghoul, chaos hydra, and rakshasa!

It’s Adopt-a-Monster month, when we urge you to take home some of the adorable beasties in our 13th Age product line. (Whose heart wouldn’t melt at the sight of a little intellect devourer scampering up when they come home in the evening?) This year’s Adopt-a-Monster mascot is this cuddly rakshasa kitten by artist Rich Longmore.

The rakshasa is featured in the first 13th Age Bestiary, and really comes into its own in Lions, Tigers & Owlbears: The 13th Age Bestiary 2. There it receives an expansive 7-page treatment, with entries that include the rakshasa sybarite, devourer of wizards, delver, mastermind, saint, and magician. There’s also a section on rakshasas and the icons, building battles, lairs and treasures, adventure hooks, and more!

You can pick up a print copy of the 13th Age Bestiary 2 in the Pelgrane Store.

Here’s just one of the many monsters you can adopt today—and it’s a great example of 13th Age monster design for a more complex creature…

Rakshasa Sybarite

A keen interest in alchemy and an understanding of the physiology and psychology of humanoids makes this hedonistic monster mad, bad, and dangerous to know.

Double strength 6th level caster [humanoid]

Initiative: +11

Silver-shod claws +11 vs. AC (2 attacks)—12 damage

Attack also beats the target’s PD: 12 ongoing poison damage.

C: Powders, potions, and lotions +11 vs. PD (1d3 nearby enemies in a group)—20 poison damage

Natural 2 or 12 hit: Target is weakened until they next take damage.

Natural 3 or 13 hit: Target is vulnerable to poison attacks until the end of the battle.

Natural 4 or 14 hit: Target is hampered until they next heal or gain temporary hp.

Natural 5 or 15 hit: Target is hampered until they next hit with an attack.

Natural 6 or 16 hit: Target is stuck, save ends.

Natural 7 or 17 hit: Target is dazed, easy save ends.

Natural 8 or 18 hit: Target is stunned until the end of its next turn.

Natural 9 or 19 hit: Target is confused, easy save ends.

Miss: 7 poison damage.

[once per battle] C: Psychic seduction +11 vs. MD (1d3+1 nearby or far away enemies in a group, group must contain at least two targets)—20 psychic damage, and the target is confused (hard save ends).

Miss, but another target in the group was hit: Target is confused until the end of its next turn.

All targets missed: The psychic seduction attack is not expended can be used again this battle.

Shapechange: As a standard action, the rakshasa can change its form to that of any humanoid, or back to its own shape. Seeing through the shapechange requires a DC 20 skill check.

Nastier Specials

Contrabando: The rakshasa has a stash of illicit substances—once per battle as a quick action, it can either deal 20 ongoing poison damage to one enemy that it has just left engagement with OR become dazed but heal 30 hit points at the end of each of its turns (save ends).

Shapechanger’s surprise: Once per battle as a quick action the rakshasa changes forms to something that causes consternation and misunderstanding among its enemies— causing each enemy to become dazed until the enemy with the lowest MD saves.

AC 20

PD 20     HP 230

MD 19

 

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