Darakhul High Priestess

Medium Undead, neutral evil (CR 9)

Armor Class 17 half plate

Hit Points 112 (15d8+45)🎲

Speed 30 ft.


STR

16 (+3)

DEX

14 (+2)

CON

16 (+3)

INT

12 (+1)

WIS

18 (+4)

CHR

15 (+2)


Skills deception 6, insight 8, religion 5

Senses darkvision 60 ft., passive Perception 14

Languages Common, Darakhul

Challenge Rating 9

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.


sizeMedium

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save8

charisma_save6

perception

damage_vulnerabilities

damage_resistancesnecrotic

damage_immunitiespoison

condition_immunitiescharmed, exhaustion, poisoned

cr9

reactions

legendary_desc

legendary_actions

special_abilitiesname: Frenzy,desc: 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.,name: Master of Disguise,desc: 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.,name: Stench,desc: 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.,name: Sunlight Sensitivity,desc: While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,name: Turning Defiance,desc: The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.,name: Spellcasting,desc: 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

spell_list

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Creature Codex, page no. 172
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