Rakshasa, Myrmidon

Medium Fiend, lawful evil

Armor Class 18 (scale mail, shield)

Hit Points 51 (6d8+24)

Speed walk +30

Challenge 3

STR
18
+4
DEX
14
+2
CON
18
+4
INT
12
+1
WIS
12
+1
CHA
14
+2

Skills perception +1

Damage Vulnerabilities piercing from magic weapons wielded by good creatures

Senses darkvision 60', passive Perception 13

Languages Common, Infernal

Special Abilities

Arcane Weapons. Its weapon attacks are magical. When it hits with any weapon weapon deals extra 2d4 force (included below).

Dedicated Warrior. The myrmidon has advantage on saves vs. being charmed and frightened.

Limited Magic Immunity. Can't be affected or detected by spells of 1st level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects.

Tiger Tag Team. Advantage on attack rolls vs. a creature if 1+ friendly rakshasa is within 5 ft. of creature and that rakshasa isn't incapacitated.

Actions

Multiattack. Two Forked Scimitar or Arcane Bolt attacks.

Forked Scimitar. Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 5 (2d4) force. Instead of dealing damage myrmidon can disarm a target wielding a weapon. Target must make DC 12 Str save or its weapon lands in a random space within 10 ft. of the target.

Arcane Bolt. Ranged Spell Attack: +4 to hit, 60 ft., one target, 12 (4d4+2) force.

Spellcasting. Cha (DC 12) no material components: At will: detect thoughts disguise self2/day: expeditious retreat

Reactions

Allied Parry. When a creature myrmidon can see attacks creature within 5 ft. of it myrmidon can impose disadvantage on attack roll. To do so myrmidon must be wielding a shield.

Source: Tome of Beasts 3 · OGL/Open