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Karakura

Size
Medium
Type
Fiend
Challenge Rating
5
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
15
Speeds
30, fly 40
Walking Speed
30
Flying Speed
40
Strength Score
7
Dexterity Score
18
Constitution Score
11
Intelligence Score
15
Wisdom Score
13
Charisma Score
20
Saving Throws
Charisma
Skill Proficiencies
Deception, Perception, Persuasion, Stealth
Vision
Darkvision (60ft)
Languages Ref
Abyssal, Common, Infernal, telepathy 60 ft.
Hit Points
76
Condition Immunities
Poisoned
Resistances
Vulnerable to Radiant Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Poison Damage
Languages
Abyssal, Aethyrian Common, Infernal, Telepathy (60ft)

Medium fiend (shapechanger), neutral evil


Armor Class 15 (natural armor)

Hit Points 76 (17d8)

Speed 30 ft., fly 40 ft.


STR
7 (−2)
DEX
18 (+4)
CON
11 (+0)
INT
15 (+2)
WIS
13 (+1)
CHA
20 (+5)

Saving Throws Cha +8

Skills Deception +8, Perception +4, Persuasion +8, Stealth +7

Damage Vulnerabilities radiant

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 14

Languages Abyssal, Common, Infernal, telepathy 60 ft.

Challenge 5 (1,800 XP)

Night Walkers. The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.

Shapechanger. The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Telepathic Bond. The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.

Actions

Multiattack. The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Charm. One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours.

The karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Shroud in Darkness (Recharge 5-6). Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura.

The karakura can have only one target in its shroud at a time. It can release a target as a bonus action.

While in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.

Shadow Walk. The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.