Darakhul High Priestess
Medium Undead, neutral evil (CR 9)Armor Class 17 half plate
Hit Points 112 (15d8+45)
Speed 30 ft.
16 (+3)
14 (+2)
16 (+3)
12 (+1)
18 (+4)
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
page_no172
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 172