Rakshasa (Dungeons and Dragons)

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|-|Rakshasa=
|-|Lord of Dust=
|-|Naityan Rakshasa=
|-|Na-Vakhti=
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==Summary==
Rakshasa are fiendish creatures born from the Lower Planes with the appearance of humanoid tigers of proud stature, distinguishable from similar creatures such as Weretigers by their hands, which can bend both backwards and forwards. Extravagant and conniving by nature, Rakshasa plague all the Planes with their manipulations, constantly enacting plots to achieve greater power. They serve countless masters- their own Rajahs, demon lordsFiendish Codex I: Hordes of the Abyss, pg 65, yugoloths, night hags, and even the mightiest of devils. As manipulators and masterminds, the Rakshasa ply their trade from their luxuriously decorated palaces, subtly tipping the scales in planar and political conflicts as it suited their wants. 
In Eberron, a cabal of Rakshasa known as the Lords of Dust maintain a powerful grip over the entire world, doing what they may to further their plots and bring about a new Age of Demons by returning their Overlords, the Rajah, the Na-Vakhti, back to power, just as they were hundreds of thousands of years ago. 
In Kara-Tur, the Rakshasa are held to be evil spirits of the Underworld. Whether true or not, their magic, intended for use on such spirits, functions as intended against the RakshasaOriental Adventures 3.5e, pg 145. 
It is believed by some that the Rakshasa were the lost kin of banished Arcanaloths, alongside creatures known as Raavastas; they dismissed this claim as a racial slurManual of the Planes 4e, pg 137. 
==Powers and Stats==
Tier: from to | from at least , likely , possibly to | | At least , likely , possibly | | from to , possibly , at most | from to | , at least | | , at least , likely , possibly far higher
Key: Rakshasa | Greater Rakshasa | Ak'chazar | Naztharune | Dread Knight | Lord of Dust | Zakya | Half-Dragon Rakshasa | Naityan Rakshasa | Overlord
Name: Rakshasa | Rajah (Lord), Ruhk (Knight), Maharajah (Duke) | Ak'chazar | Naztharune | Dread Knight | Lord of Dust, Claw of KhyberDragon Magazine, issue 337, pg 58, Prakhutu | Zakya | Half-Dragon Rakshasa | Naityan Rakshasa | Overlord, Children of Khyber, Rajah, Na-VakhtiEberron: City of Stormreach, pg 156
Origin: Dungeons and Dragons
Gender: Varies, although there are about 1-3 females for every male
Age: Varies, many are hundreds of thousands of years old; the Na-Vakhti are as old as measured time
Classification: Evil Outsider
Powers and Abilities: 
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|-|Rakshasa=
Superhuman Physical Characteristics, Abstract Existence (Type 1, Like all Outsiders, Rakshasa are merely abstractions with the semblance of fleshFiendish Codex II: Tyrants of the Nine Hells; Rakshasa are said to be the embodiment of nightmaresMonstrous Manual 2e, pg 299 and one of many portrayals of evil in the abstract multiversePlayer's Handbook 2 4e, pg 9), Immortality (Types 1, 4, and 9; Rakshasa exist on multiple planes of existence simultaneously, with more powerful variants existing on three or moreDragon Magazine issue 8, pg 4; As fiendish spirits bound in flesh, Rakshasa will all eventually reincarnate, though the actual time this takes is completely random), Illusion Creation (Rakshasa are masters of illusion, using it to deceive enemies and preyMonster Manual 1e, pg 81), Extrasensory Perception (They can passively detect thoughts, using this ability to portray what those around them perceive to be the least threatening thing possible; They can also detect magical auras), Magic, Reality Warping, Holy Manipulation, Subjective Reality (Rakshasa traditionally practice magic to varying degrees, although the exact spells known are left to the specific Rakshasa to decide), Enhanced Senses (Rakshasa are capable of seeing in total darknessMonster Manual 3.5e, pg 211), Natural Weaponry (They bear powerful claws and fangs), Shapeshifting (All rakshasa can assume humanoid forms at-will, though they lose their natural weaponry in doing so), Damage Reduction (Unless a weapon raised against them is imbued with good-aligned enchantments, they reduce all incoming damage substantially), Statistics Amplification (Rakshasa can cast spells such as haste and bear's endurance naturallyMonster Manual 3.5e, pg 212), Mind Manipulation (Rakshasa are capable of casting spell-like abilities such as suggestion, which allows them to dictate actions to those under their influence, or dominate, which allows them to fully control a target, even piloting their body if they like), Acid Manipulation (Rakshasa can cast Melf's acid arrow), Invisibility (They can become invisible by willing it), Forcefield Creation (Rakshasa are capable of casting shield to block incoming attacks, or mage armor, which encases them in a forcefield-armor), Energy Projection and Homing Attack (Typical Rakshasa will know magic missile, which tracks enemies and automatically hits, even through basic forcefields and armor), Empathic Manipulation (They make regular use of charm spells to manipulate enemies), Statistics Reduction (They can use touch of fatigue, through which they reduce a target's stamina and physical statistics for a brief period of time), Telekinesis (Though extremely limited, most Rakshasa are capable of casting mage hand for basic telekinetic power), Light Manipulation (They can magically generate light about equal to a torch), Camouflage (Basic Rakshasa are extremely skilled in disguise), Martial Arts, Weapon Mastery (Most Rakshasa are trained in combat as warriors of some kind, and bear the skills to match thatMonster Manual 4e, pg 216), Regeneration Nullification (At least Low-Mid, Rakshasa ghost arrows prevent non-magical healing in combat), Flight (Rakshasa possess the ability to cast the fly spellMonster Manual 5e, pg 257), Dimensional Travel, BFR (They can use plane shift, which can transport either themselves or a target creature to another plane of existence; traditionally used for travel to and from the Lower Planes), Corruption (Types 1 and 2, Rakshasa's influence has irreversibly corrupted the cultures they have invaded; Tiefling descended from Rakshasa influence have notable fur or leather skinRaces of Faerun, pg 125; Angels who stray to evil are likely to reincarnate as a Rakshasa in their next life; even coming close to this eventuality leaves the target marked by streaks of rage and anguishPlayer's Handbook 2 4e, pg 180Eberron Player's Guide, pg 34; Rakshasa can manually corrupt certain other creatures with their taint), Self-Sustenance (Types 2 and 3), Non-Physical Interaction (As magical creatures, Rakshasa can freely interact with intangible, incorporeal, abstract, and nonexistent creatures, as well as creatures who exist on multiple planes at once, striking their entire personage all at once), Stealth Mastery (Rakshasa are skilled in organizing ambushes, requiring very much superhuman senses to detect fullyDungeon Magazine issue 177, pg 22), Preparation (Rakshasa typically spend years perfecting their integration with a new lair siteDragon Magazine issue 326, pg 68), Social Influencing (They have skills in all influencing skills well beyond the limits of a mere human; Through sheer charisma alone they draw large amounts of willing servants, and countless governments and religions have crumbled from their influenceDragon Magazine issue 326, pg 66; They enjoy creeping enemies out with their backwards-gripping handsDragon Magazine issue 326, pg 67; Rakshasa were among those responsible for the dissipation of the Durpari civilizationForgotten Realms Campaign Guide 4e, pg 96; Even typical Rakshasa are skilled enough to remain in cover for years in Waterdeep, a city ruled by supremely powerful forces and constantly on the search for outside influencesWaterdeep: Dragon Heist, pg 32; Rakshasa regularly use their extensive knowledge of arcane and religious lore to deceive enemiesFour from Cormyr, pg 125), Extreme Resistance to Magic, Reality Warping, Subjective Reality (They resist all types of spells greatly, and are totally immune to the vast majority of spells), Poison Manipulation (Rakshasa are immune to the poisons of Vudra, which quickly kill other speciesDungeon Magazine issue 60, pg 42)
|-|Greater Rakshasa=
All base abilities plus Additional Limbs (Greater Rakshasa often bear additional heads, with an exceptionally powerful example noted to have five total), Damage Reduction (Although they can be struck by weapons capable of reaching across the planes, a Greater Rakshasa only takes half damage unless an even more powerful weapon is used), Fear Manipulation (They can generate frightful phantoms that inflict great quantities of psychic damage on a target), Status Effect Inducement (Their frightful phantom stuns the target for a short period of time), Duplication (Capable of generating illusory phantoms to confuse opponents, using them to manipulate targets around the battlefield), Sense Manipulation (Rakshasa nobles will blind enemies with their claws), Precognition (Their level of intelligence allows them to accurately predict the immediate future and act on itPlayer Options: Combat & Tactics, pg 180), Vastly Improved Illusion Creation (Rakhasta Maharajahs on Acheron are capable of cloaking entire cubes from all attempts to find them, such that some of the greatest powers of the multiverse have been unable to locate themPlanes of Law: Acheron, pg 11)
|-|Ak'chazar=
All base abilities (and optionally those of the Greater Rakshasa and/or Lords of Dust) plus Necromancy (Ak'chazar are extremely skilled necromancersMonster Manual III 3.5e, pg 134; They can easily wrest control of undead from their masters, or animate corpses into new undead), Aura, Pain Manipulation, Soul Manipulation, and Death Manipulation (Capable of creating a wide-radius aura around them of negative energy that causes a great deal of pain, and creates massive wounds spontaneously on all creatures' bodiesMonster Manual III 3.5e, pg 135), Possession (Capable of casting magic jar, which allows the Rakshasa to assume direct control of a target by placing their soul in the target's body, and placing the target's soul into a jar), Sealing (Trap the soul allows the Rakshasa to guarantee a target's incapacitation by sealing their soul away in a crystal upon their death), Matter Manipulation (Ak'chazar traditionally can cast disintegrate on their most hated foes), Teleportation (They know the teleport spell), Statistics Reduction (Enervation produces a negative energy beam that rends the soul and reduces the strength of the target until death; touch of idiocy allows them to render a touched target into a babbling moron), Madness Manipulation (Type 2, confusion produces an insanity effect in a target, causing them to act sporadically, normally against their own interests), Electricity Manipulation (They can fire lightning bolts from their hands), Duplication (While all Rakshasa are masters of illusion, Ak'chazar can create illusory duplicates of itself to take hits for it), Life Manipulation (False life allows the Ak'chazar to bolster its vitality somewhat), Sense Manipulation (Ak'chazar Rakshasa can render foes blind and deaf magically), Ice Manipulation (They can cast ray of frost to deal light damage but also slow their targets down)
|-|Naztharune=
All base abilities plus Perception Manipulation (Rakshasa assassins will use dazing techniques to briefly incapacitate enemiesMonster Manual 4e, pg 217), Incorporeality (Rakshasa assassins are trained to phase through things like difficult terrain), Acrobatics (Rakshasa are trained in the ways of acrobatics), Stealth Mastery (They are stealthy well beyond typical human limits, and can hide in plain sightMonster Manual III 3.5e, pg 136), Damage Boost (Naztharune are trained to target enemies weaknesses, represented by their sneak attack feature, that allows them to do several times the amount of damage in a hit they might have otherwise done), Portal Creation (Naztharune can travel between shadows via portals, albeit only over short distances)
|-|Dread Knight=
All base abilities plus Aura and Regeneration Nullification (At least Low-Mid, Their aura of doom halves regeneration of enemies within itMonster Manual 4e, pg 218), Flight (They can fly short distances), Improved Weapon Mastery (They have improved their melee combat enough to have a signature move, the triple attack)
|-|Lord of Dust=
All base abilities (and optionally those of the Greater Rakshasa, Zakya, and/or Ak'chazar) plus Improved Social Influencing (The Lords of Dust have been toying with all of civilization for thousands to tens of thousands of years, ever since the Age of DemonsEberron Campaign Setting, pg 242; They connive in the shadows to return their fallen Overlords to powerEberron Campaign Setting, pg 305; The Lords of Dust more or less already control all of the world, and need only the Rajahs to do so openlyDragon Magazine issue 337, pg 57; They have sleeper agents all across Eberron, going so far as to use pawn families to deepen the coverSharn: City of Towers, pg 116), Improved Preparation (The Lords of Dust are constantly enacting plans for prophecies hundreds or thousands of years down the line; for example, they may manipulate a kingdom into taking a random beggar as king, solely because that beggar's as-of-yet unborn grandson needs to perish under specific circumstances to fulfill one condition by which an Overlord might be releasedDragon Magazinue issue 337, pg 60; Rakshasa will serve as the best friend of a creature for their entire lives just to turn them towards a specific goalEberron: Rising from the Last War, pg 215; Over tens of thousands of years, the Rakshasa organize traits of the Prophecy to play out to either force their enemies to go along with their plots, or cause great catastrophe by going against itDragons of Eberron, pg 20), Martial Arts and Weapon Mastery (Typical Lords of Dust are far more martially inclined than typical Rakshasa, to the point of being able to fight completely blind if need beEberron Campaign Setting, pg 243), Soul Manipulation, Death Manipulation, Absorption (Lords of Dust can cast vampiric touch, which channels negative energy to siphon the life force of the target, in turn healing the Rakshasa), likely Weather Manipulation (The ancient city of of Ashtakala, the current headquarters of the Lords of Dust, is surrounded by a permanent flesh-tearing sandstormEberron Player's Guide, pg 135), Sense Manipulation (The cloak of Khyber, an extremely powerful espionage spell created by the Lords of Dust, prevents opponents from learning their true nature- even much more powerful spells such as true seeing cannot reveal the Rakshasa's alignment or true form, nor can any other type of divination magicDragon Magazine issue 337, pg 59Eberron: City of Stormreach, pg 59), Memory Manipulation (When a Lord of Dust is "killed", a new entity is spawned, as their number is constant- this new entity is fully aware of the Lords of Dust and their plots, and exactly how the new rakshasa fits into this stageDragon Magazine issue 337, pg 63), Power Modification (Lords of Dust regularly make use of the spell "Strength of the True Form", which allows them to polymorph into other creatures but still maintain the aspects of their previous form, if the previous form's abilities are superiorDragons of Eberron, pg 15), Improved Illusion Creation (The Lords of Dust ruling Ashtakala have rendered the entire palace there as it looked one hundred thousand years ago through powerful illusion magicDragons of Eberron, pg 113), Aura (Many Lords of Dust make use of items called Masks of Misplaced Auras, which allows them to copy both the physical appearance and arcane and moral aura of an individual personality chosen at the mask's creation, holding up to even the most powerful magical scrutinySharn: City of Towers, pg 170)
|-|Zakya=
All base abilities plus Martial Arts and Weapon Mastery (Zakya possess considerably more martial feats than typical Rakshasa, marking them as masters of the bladeEberron Campaign Setting, pg 298), Soul Manipulation, Death Manipulation, Absorption (Zakya can cast vampiric touch, which channels negative energy to siphon the life force of the target, in turn healing the Rakshasa), Forcefield Creation (Zakya can cast shield to deflect oncoming attacksEberron: Rising from the Last War, pg 309)
|-|Half-Dragon Rakshasa=
All base abilities plus Breath Attack (Half-dragons bear breath attacks with an element based on what dragon they are related to), Power Nullification (Half-Dragon Rakshasa can dispel magic many times before becoming exhausted), Summoning (They can summon monsters to aid them), Statistics Amplification (They can use spells such as cat's grace to improve their speed and agility), Darkness Manipulation (They can generate supernatural darkness that blocks traditional darkvision), Extrasensory Perception (They can see invisible creatures), Automatic Translation (They possess magic to instantly understand written or spoken languages), Perception Manipulation (Hypnotism grants them the ability to daze hostile creatures, rendering them incapacitated for the duration of the hypnotism), Aura (Their magic aura spell allows them to alter the appearance of their aura- concealing it entirely, or causing it to give off false information), Healing (They traditionally carry potions to allow themselves to heal mid-combat), Flight (Their standard equipment allows them to fly), Stealth Mastery (Half-Dragon Rakshasa are extremely skilled in stealth skills such as moving silently and hiding, well beyond what would be possible for a human to achieve), Damage Boost (Half-Dragon Rakshasa can guarantee a maximum damage hit with their breath weapons, but doing so causes their breath to take longer to rechargeDragons of Eberron, pg 61), Extreme Resistance to Paralysis Inducement, Sleep Manipulation, and various damage types (Half-Dragons are immune to all paralysis and sleep effects, as well as a damage type dependent on their color; for example, black dragons are immune to acid, blue dragons to lightning, and red dragons to fire)
|-|Naityan Rakshasa=
All non-spellcasting base abilities plus Martial Arts, Weapon Mastery (Naityan Rakshasa are considered natural martial expertsTome of Battle, pg 151), Shapeshifting (Naityan Rakshasas possess a unique form of shapeshifting that allows them to assume new forms better suited to different styles of martial combat; Unlike normal Rakshasa, they maintain their natural weaponry in these formsTome of Battle, pg 152), with specific transformations they can have the following: Earth Serpent gives Body Control (They can transform into their Earth Serpent form, giving them the Strength of Stone stance, which removes their pressure points and makes them immune to critical hitsTome of Battle, pg 85), Damage Boost, Density Manipulation (They can increase the force and weight of their attacks with Mountain Hammer strike, allowing them to overcome damage reduction and deal more damageTome of Battle, pg 84; Minotaur's Charge allows the user to increase the force with which they charge, dealing more damage and knocking enemies even further back as a resultTome of Battle, pg 81Tome of Battle, pg 82), Hellfire Hunter gives Enhanced Senses (They naturally gain scent in this form), Extreme Resistance to Fire Manipulation (They are greatly resistant to fire in this stance, and can tumble straight through itTome of Battle, pg 53), Fire Manipulation, Pain Manipulation (Fire Riposte allows them to channel anguish and pain into flame to counter attack their attackers with), Statistics Amplification (Flashing Sun allows the Naityan Rakshasa to speed up considerably, fitting in more attacks to their combosTome of Battle, pg 54), Night Creeper gives Damage Boost (They are adept at attacking with sneak attacks to deal more damage), Darkness Manipulation, Information Analysis/Precognition Nullification (Island of Blades stance allows the Rakshasa to frustrate their enemy's defenses, as well as their ability to anticipate attacksTome of Battle, pg 78; Shadow Garrote summons a sliver of pure darkness to choke the life out of an enemy), Illusion Creation (Ghost Blade creates an illusory double of a creature's attack, intended to shock foes when they move to deflect the illusionTome of Battle, pg 77), Elusive Adversary gives Bodily Weaponry (The form gives them tentacles to attack with, similar to those of a Displacer Beast), Information Analysis (Shifting Defense stance allows the Rakshasa to dance across the battlefield by analyzing his enemy's incoming attacksTome of Battle, pg 73), Social Influencing (Baffling Defense allows them to influence their enemies mid-combat by making them second-guess their plan of attackTome of Battle, pg 70; Feigned Opening willingly reveals a perceived weakness in the Rakshasa's fighting style, only to then counter any attempt to make good on that supposed weakness, punishing enemy combatants for their skillTome of Battle, pg 72)
|-|Overlord=
All base abilities (and those of Greater Rakshasa and Lords of Dust) plus Clairvoyance (Despite their sealed states, all Overlords are still generally aware of the world, as seen through dream-like visions that allow them to remain knowledgeable on their followers exploits and the state of the world they act in), Power Nullification (Overlords are believed to be able to release the wards binding their kin, if so inclined; thus even one escaping could lead to all of their freedomDragon Magazine issue 337, pg 62; Though it has taken millennia, the Overlords have significantly weakened the seals placed on them by the gods), Immortality (Type 5, Overlords are unbound by death- upon reaching typical "death", the Overlords simply reform in a day or less), Extrasensory Perception, Enhanced Senses (All senses of an Overlord, including their ESP, has an effective range of 7 milesDragon Magazine issue 337, pg 64), Telepathy, Automatic Translation (They can speak to any creature in any language, either by knowing the language itself or by using telepathy), Regeneration (Mid-Godly, Rajahs heal at incredible rates), Attack Reflection (Overlords bear a number of infernal increases to their armor, including a deflection bonus based upon their force of personalityDragon Magazine issue 337, pg 67), Teleportation (Rajah may teleport anywhere in the universe as a matter of will), Size Manipulation, Shapeshifting (Rajah can become any size and assume the form of any creature, even gaining their abilities as part of this), Aura, Fear Manipulation, Empathic Manipulation (All Rajah have a massive 700-foot radius aura of debilitating fear that can be switched to an aura of morale-boosting confidence for their allies), Holy Manipulation (Rajah can use any spell granted to their domains as a matter of willing the effects to occurDragon Magazine issue 337, pg 68), Conceptual Manipulation (Type 1, Although they are not deities and do not possess portfolios, the Rajahs nevertheless maintain some level of power over their given Domains; for example, a Rajah associated with secret knowledge has great visions, knows all secrets, and so on), Power Modification (The rajahs can use their ancient citadels to extend their senses all across them and up to a 7 mile radius around them), Soul Manipulation, Sealing (The Rajah at one point bound the souls of the dragons it was slaying to the land, corrupting the land horribly and rendering it unhallowDragons of Eberron, pg 36), Corruption (Types 1 and 2, the Rajah Yad-Raghesh sacrificed itself to corrupt the Vale of Fallen Rajah, forever tainting the area beyond what the Light of Siberys could undoDragons of Eberron, pg 50), Possession (Those that enter the site of Yad-Raghesh's destruction invariably exit controlled by the Overlord's fiends), Weather Manipulation (The area surrounding the Vale of the Fallen Rajah was altered to that of an inhospitable desert), Acid Manipulation (The Vale of the Fallen Rajah is filled with sulphur-spewing hazards where the Overlord's blood fell), Empathic Manipulation (The land corrupted by Yad-Raghesh seeps hate, such that those within become enraged by the tiniest slight against themDragons of Eberron, pg 51), Morality Manipulation (The corruption of Yad-Raghesh is enough to shift creatures towards evil rapidly), Body Control (The canyons shift and change to befuddle those who enter them; the canyons are Yad-Raghesh's entrails torn from his body), Memory Manipulation (Yad-Raghesh can force those who see the Vale to forget all they ever knew of the place, and of its existence), Curse Manipulation (The Vale's ability to erase memories is hailed as a curse), Darkness Manipulation (Yad-Raghesh's womb is permanently covered in supernatural darkness), Biological Manipulation (Eggs corrupted by a Rajah's dark energies completely change the creature spawned; for example, dragon eggs instead create abishai or spawn of Tiamat), Power Bestowal (Imps and quasits can be rapidly ascended in fiendish rank by fighting for a Rajah's favor), Madness Manipulation (Types 2 and 3, Dread wards created by the Rajahs can instantly corrupt a creature to evil upon seeing themDragons of Eberron, pg 52; Rajahs have subtly weakened the seals binding them such that they can direct the madness of those that look upon them, guiding them to become their servantsDragons of Eberron, pg 127), Pocket Reality Manipulation (Spontaneously created the Motes of Dust, extraplanar pockets that can hide their Rakshasa servants), Fate Manipulation (Even while sealed, the Overlord Sakinnirot caused the eventual downfall of the Giant civilization by condemning them to decadence and ever rising aspirationsEberron: City of Stormreach, pg 156), Extreme Resistance to Statistics Reduction, Soul Manipulation, Death Manipulation, Disease Manipulation, Matter Manipulation, Energy Manipulation, Mind Manipulation, Paralysis Inducement, Petrification, Poison Manipulation, Sleep Manipulation, Stun Inducement, Transmutation, Acid Manipulation, Ice Manipulation, Fire Manipulation, Electricity Manipulation, Sound Manipulation, Sealing, BFR, Time Manipulation (Overlords are completely immune to these abilities as they exist in Dungeons and Dragons; it is specified that the only means of truly defeating an Overlord is by sealing it with a power greater than that of any mundane ability- canonically, this meant using the full power of the Silver Flame over the course of a years-long war)
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Attack Potency: Varies from Building level+ (Even baseline Rakshasa are comparable to creatures such as the Remorhaz, which can melt ice at a rapid pace in huge volumes) to Small City level+ (More powerful, but still typical, Rakshasa are comparable to legendary dragons) | Varies from Large Building level, likely City Block level, possibly Multi-City Block level (Even the weakest Rakhasta are comparable to other creatures of this level, such as Purple Worms or Verdant Princes) to Small City level+ (All castes of the Rakshasa nobility are significantly more powerful than the common Rakshasa, with typical nobles being far superior to baseline legendary dragons) | Small City level+ (They are considerably more powerful than the average Rakshasa, scaling above baseline Legendary Dragons at CR 15; Many Lords of Dust are actually Ak'chazar Rakshasa) | At least Large Building level, likely City Block level, possibly Multi-City Block level (While they are also considerably above a typical Rakshasa, they are more directly comparable to 11th level casters capable of using spells such as freezing sphere, raise water, and disintegrate) | Small City level+ (Dread Knights are even more powerful than the typical noble) | Varies from Small City level+ (Typical Lords of Dust are comparable to legendary dragons) to Island level+ (Prakhtu, those who are the voices of the specific Overlords, are often in this range of power, such as Kashtarahk, who is superior to Imix by a significant margin; Even some nameless, non-notable Lords of Dust are of a similar level of powerDragons of Eberron, pg 131), possibly Small Country level+, at most Country level (Though unstatted, Hektula, prakhtu of Sol Khatesh, is substantially stronger than her kin, and is comparable to world-threatening creatures such as Father Llymic; Though inferior, the prakhtu Durastoran is also in this range of strength, as are likely many others) | Varies from Small Building level (The weakest of the Zakya are still comparable to creatures such as mages capable of casting Conjure Barrage) to Building level+ (Many Zakya are directly comparable to typical baseline Rakshasa, who in turn scale to Remorhaz) | Varies, at least Small City level+ (All rakshasa half-dragons are beings bound for greatness, where even typical ones tend to be stronger than Rakshasa NoblesDragons of Eberron, pg 60) | Building level+ (Naityan Rakshasa are approximately comparable to Remorhaz in terms of threat) | Unknown, at least Multi-Continent level (They possess 30-50 character levels on top of their existent power as a Rakshasa, making them considerably more powerful than a Phaethon), likely Universe level+, possibly far higher (Rakshasa rajah are stated to be comparable to gods in other settingsDragon Magazine issue 337, pg 64Dragons of Eberron, pg 8, which would be at least this level of strength, if not higher; Depending on the myth, it required deities to seal away the Rajah, and even then it was not an easy battleEberron: Rising from the Last War, pg 5)
Speed: Varies from Hypersonic+ with High Hypersonic+ reactions (Even basic Rakshasa are superior to those who can dodge short-ranged lightning) to Relativistic+ (Capable of shielding their eyes from bursts of harmful light) with FTL+ reactions (Capable of battling creatures who can outright dodge light attacks, such as those with Great Cat's Dodge) | Relativistic+ with FTL+ reactions (Superior to their lesser kin) | Relativistic+ with FTL+ reactions | FTL+ (As extremely well trained assassins with feats comparable to Great Cat's Dodge, Naztharune Rakshasa are significantly faster than their kin) | Relativistic+ with FTL+ reactions | Varies from Relativistic+ with FTL+ reactions to FTL+ | Hypersonic+ with High Hypersonic+ reactions (Though inferior to baselike Rakshasa, Zakya can still reliably dodge short-ranged lightning) | Relativistic+ with FTL+ reactions | Hypersonic+ with High Hypersonic+ reactions (Comparable to base-level Rakshasa) | Unknown, at least Relativistic+ with FTL+ reactions, possibly Infinite (As beings comparable to deities of other settings, it is entirely possible for Overlords to be able to match their speeds)
Lifting Strength: Class 1 (Due to their strength scores and size, common Rakshasa can push anywhere from just under 600 kg to just under 800 kg) | Class 5 (Noble Rakshasa possess such strength to push just over 1 metric ton) | Class 1 (Though stronger than common Rakshasa, Ak'chazar can still only push just over 900 kg at most) | Class 1 (Only marginally stronger than the common Rakshasa, with a max push of just under 800 kg) | Class 5 (Dread Knights possess substantially higher strength than their peers, and are capable of pushing over 3.6 metric tons) | Varies, at least Class 5 (Typical Lords of Dust are vastly more physically powerful than common Rakshasa with a Strength score of 22, granting them a maximum push load of 2.4 metric tons) | Class 5 (Common Zakya maintain strength scores between 18 and 20, granting them maximum push loads of 1.3 to 1.8 metric tons) | Class 5 (With a strength score of 20, the common Half-Dragon Rakshasa can push 1.8 metric tons) | Class 5 (With a strength score of 16, Naityan Rakshasa can push up to over a metric ton on a flat surface) | Unknown, likely Infinite (As beings described as being on-par with the Gods of other settings, the Na-Prakhti Overlords are likely comparable to their Lifting Strength as well)
Striking Strength: Varies from Building level+ to Small City level+ | Varies from at least Large Building level, likely City Block level, possibly Multi-City Block level to Small City level+ | Small City level+ | At least Large Building level, likely City Block level, possibly Multi-City Block level | Small City level+ | Varies from Small City level+ to at least Island level+, likely Small Country level+, possibly Country level | Varies from Small Building level+ to Building level+ | Small City level+ | Building level+ | Unknown, at least Multi-Continent level, likely Universe level+, possibly far higher 
Durability: Varies from Building level+ to Small City level+ | Varies from at least Large Building level, likely City Block level, possibly Multi-City Block level to Small City level+ | Small City level+ | At least Large Building level, likely City Block level, possibly Multi-City Block level | Small City level+ | Varies from Small City level+ to at least Island level+, likely Small Country level+, possibly Country level | Varies from Small Building level+ to Building level+ | Small City level+ | Building level+ | Unknown, at least Multi-Continent level, likely Universe level+, possibly far higher 
Stamina: Functionally infinite, Rakshasa are fiends and can thus act indefinitely without the need for sleep, food, or water; this extends to all keys
Range: Varies, hundreds of meters with many spells, multiversal+ at most (with spells such as plane shift) | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Varies, hundreds of meters with many spells, multiversal+ at most | Unknown, at least multiversal+ with peak abilities
Standard Equipment: A small hoard of magical items and weapons of their choosing; the specifics are not given. Lords of Dust are traditionally equipped with Masks of Misplaced Auras, and Half-Dragons are additionally typically equipped with several pieces of specific magical equipment
Intelligence: At least Genius, as even a common Rakshasa is capable of uprooting entire government systems, merchant leagues, or religions by manipulating from the shadows | At least Extraordinary Genius, possibly Supergenius, Rakshasa nobles possess such great intelligence that they are superior to some Elder Brains, who can memorize all information held by their civilization; at their level of intelligence, they can easily see through illusions up to fourth levelDeities and Demigods 1e, pg 7 and reliably predict the immediate future | Extraordinary Genius, Ak'chazar's possess a level of intelligence above what is possible for a human to achieve | At least Genius, slightly superior to baseline Rakshasas in terms of raw intelligence | At least Genius, they are somewhat superior to the typical Rakshasa and serve as adequate strategists | Varies, at least Genius, likely Extraordinary Genius, the Lords of Dust each control a vast array of personalities and personages to manipulate their territory, working on plans that may cultivate in days, months, years, decades, or even centuries, often taking measures to make it unreasonable to actually oppose them; They are responsible for many of the most foul events in history, specifically creating situations in which it would be even more disastrous for their foes to act against them; Any given Lord of Dust can maintain personalities such as major, important public figures that twist entire kingdoms to their whims; One of the Lords of Dust has been, for example, monitoring the city of Stormreach for tens of thousands of years, knowing more about the region than any other single source, bar noneEberron: City of Stormreach, pg 58) | Varies, at least Above Average, although Zakya are not the brains of the Lord of Dust cabal, they are still above humans in terms of intelligence | At least Genius, moderately more intelligent than the average Rakshasa | Average, although Naityan Rakshasa are combat geniuses, they lack the raw intelligence of the rest of their kin | Unknown, likely varies tremendously
Weaknesses: Due to their noble birth, some Rakshasa cannot help but become enraged by any sideways insult, abandoning traditional strategies in the process in favor of a predictable outright attackDungeon Magazine issue 60, pg 46; Specifically prepared crossbow bolts can instantly kill Rakshasas with a direct hit to the heartDungeon Magazine issue 60, pg 52; Naityan Rakshasa are easily consumed by bloodlust, often letting their taste for the flavor of blood become an obsession that dominates their mindTome of Battle, pg 153
==Gallery==
RakhastaAk'chazar.png|Ak'chazar artwork
RakhastaNaztharune.png|Naztharune artwork
RakhastaZakya.png|Zakya artwork
Rakshasa1e.webp|1st Edition Artwork
Rakshasa2e.png|2nd Edition Artwork
Rakshasa3e.png|3rd Edition Artwork
Rakshasa4e.png|4th Edition Artwork
RakshasaAcheron.png|Rakshasa as they appear in Planes of Law
RakshasaPracticalGuideToMonsters.png|Rakshasa as they appear in A Practical Guide to Monsters
RakshasaWarriorsofWaterdeep.png|Rakshasa as they appear in Warriors of Waterdeep
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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