Darakhul High Priestess
Medium Undead, neutral evil. CR 9, AC 17, 112 HP. Traits: Frenzy, Master of Disguise, Stench, Sunlight Sensitivity, Turning Defiance, Spellcasting.
- Armor class
- 17
- Hit points
- 112
- Challenge
- 9
- Creature type
- Undead
- Size
- Medium
- Alignment
- neutral evil
Stat block
- Cha
- 15
- Con
- 16
- Dex
- 14
- Int
- 12
- Str
- 16
- Wis
- 18
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 14
- Skills
- Insight: 8; Religion: 5; Deception: 6
- Actions
- Multiattack. The darakhul high priestess makes two claw attacks and one bite attack.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.
- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.
- Languages
- Common, Darakhul
- Saving throws
- Wisdom: 8; Charisma: 6
- Damage immunities
- poison
- Special abilities
- Frenzy. The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.
- Master of Disguise. A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.
- Stench. Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.
- Sunlight Sensitivity. While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Turning Defiance. The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.
- Spellcasting. The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians 4th level (3 slots): banishment, stone shape 5th level (2 slot): contagion, insect plague 6th level (1 slot): create undead 7th level (1 slot): regenerate 8th level (1 slot): antimagic field
- Damage resistances
- necrotic
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).