# Darakhul High Priestess *Medium* *Undead* *neutral evil* - **Armor Class:** 17 (half plate) - **Hit Points:** 112 (15d8+45) - **Speed:** walk 30 ft. - **Challenge Rating:** 9 (5,000 XP) - **Source:** Creature Codex, page 172 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 15 (+2) | - **Saving Throws**: Wis +8, Cha +6 - **Skills:** deception +6, insight +8, religion +5 - **Damage Immunities:** poison - **Damage Resistances:** necrotic - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 14 - **Languages:** Common, Darakhul ### 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 ### 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.