Ghoul, Darakhul High Priestess

An emissary of the Hunger God, the darakhul high priestess summons her ever-ravenous people to the feast. Leading rites of slaughter and gluttony or handing out punishments and oaths of deprivation, she exercises a great deal of control over her charges.

Bone Cracking. The marrow is considered a delicacy among the darakhul—difficult to reach, rich in flavor. The high priestess traditionally awards the first marrow bone to the altar or cracks it herself on a battlefield, shouting a note of praise (literally, “blessed marrow”) during this ritual.

Vestments and Knives. The unholy garments of a darakhul priestess vary wildly in style, from formal robes stitched with black thread and set with garnet and rubies, to the more practical sacrificial robes of tooled leather, which resemble a butcher’s apron. A priestess of the darakhul always carries a ritual flensing knife; it is never used in combat, only in the aftermath.

Hungry Dead Nature. The darakhul doesn’t require air or sleep.

Darakhul High Priestess

Medium undead, neutral evil
Armor Class 17 (half plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
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 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


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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