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Karas Chembryl
- STR
- 11 (+0)
- DEX
- 20 (+5)
- CON
- 12 (+1)
- INT
- 18 (+4)
- WIS
- 15 (+2)
- CHA
- 17 (+3)
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.
If Karas fails a saving throw, she can choose to succeed instead.
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
1/day: Blight, Mislead
2/day: Ray of Sickness (level 5 version)
Actions
Karas makes two attacks using Dread Dagger or Tyrant's Blade in any combination.
Melee or Ranged Attack Roll: +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.
Melee Attack Roll: +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
Karas moves up to half her Speed without provoking Opportunity Attack action and takes the Hide action.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
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. Failure or Success: Karas can't take this action again until the start of her next turn.
Karas makes one Dread Dagger attack and uses Withdraw.
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.
Find this creature in the encounter builder

Source: The Lost Library of Lethchauntos, p. 263 - Licenses and attribution