b'Phoori Dark Shaman \n'b'  Medium   humanoid (human) ,  chaotic evil  \n'b'  Armor Class  16 (hide armor)  Hit Points  65 (10d8+20)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  13 (+1)  CON:  15 (+2)  INT:  12 (+1)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +5,  Perception  +6  Senses  passive  Perception  16  Languages  Dhari, Low Atlantean  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Dark Sacrifice  Whenever the dark shaman hits a  prone  enemy, the  attack  deals 2d8 extra damage and the dark shaman gains the same number of  temporary hit points . \n'b'  Forced Obesiance (3/Day) . As a bonus action, the dark shaman invokes the names of his twisted and evil gods, forcing his foes to bow down to their terrible power. All non-evil creatures within 30 feet must succeed a  Wis  save (DC 15) or become  incapacitated  for 1 round and forced  prone . \n'b'  Spellcasting . The dark shaman is a 6th-level caster. His spellcasting ability is  Wisdom  (DC 14, +6 to hit) At will: detect poison,  resistance \n'b'\n'b'  1st level (4 slots) :  bane , cause  fear ,  command ,  inflict wounds  \n'b'  2nd level (3 slots) :  blindness/deafness ,  spiritual weapon  \n'b'  3rd level (3 slots) :  contagion , curse \n'b'\n'b' ACTIONS \n'b'\n'b'  Skull-Tipped Club .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 1d8+1 piercing damage, and if the target is a living creature, it must make a  Con  save (DC 14) or take 2d8 poison damage and be  poisoned  until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Heeded Warning  The severed heads that Phoori tribesmen carry as trophies sometimes whisper glimpses of the future. When the Phoori tribesman would take damage from any source, he can heed a warning as a combat  reaction  and take only half damage from that source. Once he has used this ability, he cannot use it again for 1 day or until he reduces a creature to  0 hit points . \n'b'\n'b' ABOUT \n'b' This primitive alchemist uses the venoms of the creatures and vegetation of the swamp to fell his foes. A poisoner is not one to stand toe-to-toe with a mighty warrior, and instead lets his poisons do his dirty work. \n'b' This tall, imposing figure wears a horned skull helm and a great cloak over his bone mail shirt. His fingernails and teeth have been filed to points. He wields a stout club, topped with a skull held in place by wicked spikes, though the skull\xe2\x80\x99s mouth seems to chatter of its own accord. \n'b' The age-old ruins and temples sunken in the swamps still harbor dark and ancient power. This power whispers in the dreams of the dark shaman, setting him on a path to sacrifice enough souls to awaken his dark gods from their slumber. The dark shaman is the spiritual, and sometimes literal, leader of the tribe, and continually reinforces the tribe\xe2\x80\x99s bloodlust to satisfy the voices from the depths.'