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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Darakhul High Priestess/

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.

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