Monster
Karas Chembryl
Outside your table’s allowed sources
Official reference · FRAiF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 17
- Hit points
- 104 (19d8 + 19)
- Speed
- Walk 30 ft., Climb 30 ft.
- Challenge rating
- 8
- Alignment
- Neutral Evil
- Strength
- 11
- Dexterity
- 20
- Constitution
- 12
- Intelligence
- 18
- Wisdom
- 15
- Charisma
- 17
- Passive Perception
- 18
- Initiative
- +11
- Saving Throws
- dex: +8; con: +4; int: +7; wis: +5
- Skills
- acrobatics: +8; perception: +8; stealth: +11
- Senses
- Blindsight 10 ft.
- Languages
- Common, Elvish, Infernal, Thieves' cant
- Resistances
- poison, psychic
Traits
Evasion
If Karas is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Karas instead takes no damage if she succeeds on the save and only half damage if she fails. She can't use this trait if she has the Incapacitated condition.
Legendary Resistance (3/Day or 4/Day in Lair)
If Karas fails a saving throw, she can choose to succeed instead.
Actions
Multiattack
Karas makes two attacks using Dread Dagger or Tyrant's Blade in any combination.
Dread Dagger
Melee Ranged Attack: +8, reach 5 ft. or range 20/60 ft. Hit: 10 (2d4 + 5) Piercing damage plus 4 (1d8) Necrotic damage. The dagger magically returns to Karas's hand immediately after a ranged attack.
Tyrant's Blade
Melee Attack: +8, reach 5 ft. Hit: 8 (1d6 + 5) Slashing damage, and the target has the Frightened condition until the start of Karas's next turn. If the target is already Frightened, it instead takes 10 (3d6) Psychic damage.
Bonus actions
Withdraw
Karas moves up to half her Speed without provoking Opportunity Attack action and takes the Hide action.
Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Harrow
Wisdom Saving Throw: DC 15, one creature Karas can see within 90 feet of herself. Failure: 10 (3d6) Psychic damage, and the target has the Frightened condition for 1 minute. While Frightened, the target's Speed is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. Success or Failure: Karas can't take this action again until the start of her next turn.
Karas makes one Dread Dagger attack and uses Withdraw.
Karas casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At will: Friends, Silence, Thaumaturgy
2/day: Ray of Sickness (level 5 version)
Regional effects
Karas extends her connection to the Dead Three into the region she inhabits, creating the following effects:
- Creeping Dread: Terror runs rampant in Karas's domain. Within 1 mile of the lair, creatures other than members of the Zhentarim and cultists of Bane, Bhaal, or Myrkul have Disadvantage on saving throws to avoid or end the Frightened condition.
- Death's Lore: When a Humanoid dies within 1 mile of the lair, Karas learns one secret that the Humanoid knew.
If Karas dies or moves her lair elsewhere, these effects end immediately.