Darakhul High Priestess
Darakhul High Priestess
Medium undead, neutral evil
- 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) - CHA
15 (+2)
- Saving Throws Wis +8, Cha +6
- Skills Deception +6, Insight +8, Religion +5
- Damage Resistances necrotic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Darakhul
- Challenge 9 (5,000 XP)
- 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.