Files
5ead/monsters/md/creature_codex/darakhul-high-priestess.md
2025-06-07 07:58:30 -05:00

3.3 KiB

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.