Wednesday, April 13, 2016

The Rakasta

The rakasta, those cat-like warrior nomads originally from Mystara. I believe their first appearance was in Isle of Dread. They then showed up in Savage Coast. Since then, there have been a handful of other works featuring these saber-toothed tiger-riding warriors. If you need scary cat warriors riding scary cat mounts, then I have just the thing.

Rakasta
Medium humanoid, neutral
Armor Class 13 (leather armor)
Hit Points 11 (2d8+2)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
13 (+1)             15 (+2)             12 (+1)             10 (+0)             11 (+0)             10 (+0)

Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages Rakasta
Challenge ¼

Keen Smell. The rakasta has advantage on Wisdom (Perception) checks that rely on smell.

Leap. The rakasta’s long jump is a number of feet equal to the rakasta’s strength score from a standing start, half again more if the rakasta moves at least 10 feet. The rakasta’s high jump is 3 + the rakasta’s strength modifier in feet from a standing start, 6 + the rakasta’s strength modifier in feet if the rakasta has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The rakasta makes two attacks: one with its bite, one with its claws or weapon.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Rakasta Hatra
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 26 (4d8+8)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
15 (+2)             15 (+2)             14 (+2)             10 (+0)             12 (+1)             11 (+0)
Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Rakasta
Challenge 1

Keen Smell. The hatra has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The hatra has advantage on an attack roll against a creature if at least one of the hatra’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Leap. The hatra’s long jump is a number of feet equal to the hatra’s strength score from a standing start, half again more if the hatra moves at least 10 feet. The hatra’s high jump is 3 + the hatra’s strength modifier in feet from a standing start, 6 + the hatra’s strength modifier in feet if the hatra has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The hatra makes two attacks: one with its bite, one with its kasas.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Kasas. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Rakasta Chief
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 39  (6d8+12)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             15 (+2)             11 (+0)             13 (+1)             12 (+1)
Skills Animal Handling +3, Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Rakasta
Challenge 2

Keen Smell. The chief has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The chief has advantage on an attack roll against a creature if at least one of the chief’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Leap. The chief’s long jump is a number of feet equal to the chief’s strength score from a standing start, half again more if the chief moves at least 10 feet. The chief’s high jump is 3 + the chief’s strength modifier in feet from a standing start, 6 + the chief’s strength modifier in feet if the chief has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The chief makes two attacks: one with its bite, one with its kasas.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Kasas. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Rakasta Shaman
Medium humanoid, neutral
Armor Class 14 (hide armor)
Hit Points 27 (5d8+5)
Speed 35 ft.
Str                    Dex                  Con                  Int                    Wis                  Cha
14 (+2)             15 (+2)             13 (+1)             11 (+0)             16 (+3)             12 (+1)
Skills Animal Handling +4, Perception +4, Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Rakasta
Challenge 2

Keen Smell. The shaman has advantage on Wisdom (Perception) checks that rely on smell.

Pounce (Tiger Form Only). If the shaman moves at least 20 feet straight towards a creature before hitting with a claw attack, the target must succeed a DC 12 saving throw or be knocked prone.

Spellcasting (Rakasta Form Only). The shaman is a 5th level spellcaster. Its spellcasting is Wisdom (spell save DC 13, +5 to hit with spell attacks). The shaman has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, thornwhip
1st level (4 slots): cure wounds, entangle
2nd level (3 slots): heat metal, hold person, pass without trace
3rd level (2 slots): call lightning, conjure animals

Leap. The shaman’s long jump is a number of feet equal to the shaman’s strength score from a standing start, half again more if the shaman moves at least 10 feet. The shaman’s high jump is 3 + the shaman’s strength modifier in feet from a standing start, 6 + the shaman’s strength modifier in feet if the shaman has moved at least 10 feet immediately before the jump.

Actions
Multiattack. The shaman makes two attacks: one with its bite, one with its kasas or claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage, or 6 (1d10+1) piercing damage in tiger form.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage, or 6 (1d8+2) slashing damage in tiger form.

Kasas. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Change Shape (Recharges after a Short or Long Rest). The shaman magically polymorphs into a tiger, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than size and armor class, are the same in each form. The shaman chooses if its equipment falls to the ground in its space or merges with its new form. It reverts to its true form if it dies.

The rakasta are a proud, nomadic cat-like race, with mystical traditions and a belief in the superiority of their race. They do not lord this superiority over others, they simply accept it as fact. They are not overly aggressive towards others, but are fierce fighters when provoked. In addition to their hunting and warrior traditions, rakasta are skilled artisans, making beautiful rugs and artful bowls and cups that they trade.

Rakasta stand 5 to 6 feet tall, and have tawny coats, though silver grey or reddish are also possible. They tend to be lighter around the jaws, chin and throat. They have retractable claws and a long, non-prehensile tail.

The Pride
Rakasta live in prides, with a chief, a shaman and a mixture of warriors, hunters and artisans.

Masters of the Great Cats
The rakasta keep great cats, the hatra using them as mounts in combat. Each pride will keep whatever great cat is common to the area they live in, from lions to tigers to even the great saber-toothed tigers. Each hatra bonds with specific cat, becoming life-long companions.

Warrior Elite
The greatest warriors of a pride are the hatra. Any rakasta will take up arms to protect the pride, but the hatra are the bravest and strongest of the pride. Only a hatra can hold the respect of their great cat mounts.

While other rakasta may use a variety of weapons in battle, the hatra will only fight using kasas, metal claws worn over the hands like gloves. All other weapons are beneath their honor. The hatra live by a code of honor known as Sri’raka which dictates most of what they do.

The chief of the pride maintains a cohort of the six best hatra.

A Cat’s Curiosity
Rakasta are quite curious, and nothing piques their interest more than visitors from outside the pride. As a result, they are usually rather welcoming of newcomers. Despite this, one must always remember that rakasta can be somewhat temperamental.


Rakasta are also occasionally subject to wanderlust and feel the need to experience the world on one’s own. They don’t want to hear about things out in the world, they want to see and experience it for themselves.

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