17 (half plate armor)
112 (15d8+45)
walk 30 ft.
Wis +8, Cha +6
Deception +6, Insight +8, Religion +5
necrotic
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
Common
9
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.
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.
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.
While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.
The darakhul high priestess is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The darakhul high priestess 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 slots): contagion, insect plague • 6th level (1 slots): create undead • 7th level (1 slots): regenerate • 8th level (1 slots): antimagic field
The darakhul high priestess makes two claw attacks and one bite attack.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 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.
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.