5e SRD >Creatures >

Tsathar Priest

Medium monstrosity (aquatic), chaotic evil

Armor Class 13 (frog hide)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.

10 (+0) 14 (+2) 14 (+2) 12 (+1) 17 (+3) 11 (+0)

Skills Nature +5, Perception +5, Religion +5
Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Tsathar
Challenge 4 (1,100 XP)

Special Traits

  • Amphibious. The tsathar priest can breathe air and water.
  • Keen Smell. The tsathar priest has advantage on Wisdom (Perception) checks that rely on smell.
  • Slimy. Tsathar continuously cover themselves with muck and slime. Creatures attempting to grapple a tsathar does so with disadvantage.
  • Standing Leap. The tsathar priest’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Fetid Shroud of the Frog God. The tsathar priest of Tsathogga is surrounded by a fetid, swirling shroud of foul corruption. At the start of each of the priest’s turns, each creature within 5 feet of it takes 7 (2d6) poison damage. A creature that touches the priest or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.
  • Fetid Strike. Once on each of the tsathar priest’s turns when it hits a creature with a weapon attack, it can cause the attack to deal an extra 9 (2d8) poison damage to the target.
  • Spellcasting. The tsathar priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:


  • Kukri. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or become the living host to a tsathar egg, which over the course of the egg maturing, migrates to the chest cavity of the host. The host creature must make another DC 13 Constitution saving throw after 24 hours of the egg having been implanted. A failed saving throw results in the host becoming violently ill, followed by a deep comalike state that lasts 2d6 + 2 days. At the end of each day, the host can attempt another saving throw with a success indicating that its body has managed to destroy the egg through normal immune response. At the end of the incubation period, the host awakes to excruciating pain as the young tsathar, freed from its egg, tears its way out of the host, who is reduced to 0 hit points in the process. A DC 16 Wisdom (Medicine) check can be attempted to surgically extract an egg from the host. A lesser restoration spell will also cure the condition and purge the host of the egg.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

This is not the complete section 15 entry - see the full license for this page