Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Abyssal, Common, Infernal, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Traits
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
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.
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Multiattack
The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.
Shadow Walk
The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.
Shroud in Darkness
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.
About Karakura
Karakura is a medium fiend with a Challenge Rating of 5. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 76 hit points (derived from 17d8).
Karakura has communication capabilities including Abyssal, Common, Infernal, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Karakura
3 tips available
GM Tips: Using Karakura
When using Karakura in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
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Shapechanging Tactics: This creature can change form, potentially gaining new abilities or escaping. Use 'True Seeing' or abilities that reveal true form. Consider finishing blows before it transforms.
Player Guide: Facing Karakura
3 strategies available
Player Guide: Facing Karakura
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
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Counter Shapechanging: This creature can change form! Use 'True Seeing' to see its true form. Finish it quickly before it transforms. 'Dispel Magic' might prevent transformation.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Karakura?
- Karakura has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Karakura?
- Karakura is a Medium Fiend, which affects how certain spells and abilities interact with it.
- What languages does Karakura speak?
- Karakura can communicate in Abyssal, Common, Infernal, telepathy 60 ft..
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