Darakhul Shadowmancer

Medium Undead, neutral evil (CR 4)

Armor Class 12 15 with mage armor

Hit Points 52 (8d8+16)🎲

Speed 30 ft.


STR

12 (+1)

DEX

16 (+3)

CON

14 (+2)

INT

18 (+4)

WIS

13 (+1)

CHR

9 (-1)


Skills arcana 6, deception 1, investigation 6, stealth 7

Senses darkvision 60 ft., passive Perception 11

Languages Common, Darakhul, Umbral

Challenge Rating 4

Actions

Multiattack.

The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


sizeMedium

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save

intelligence_save6

wisdom_save3

charisma_save

perception

damage_vulnerabilities

damage_resistancesnecrotic

damage_immunitiespoison

condition_immunitiescharmed, exhaustion, poisoned

cr4

reactions

legendary_desc

legendary_actions

special_abilitiesname: Master of Disguise,desc: A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.,name: Shadow Stealth,desc: While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.,name: Stench,desc: Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.,name: Sunlight Sensitivity,desc: While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,name: Turning Defiance,desc: The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.,name: Spellcasting,desc: The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash, chill touch, mage hand, prestidigitation 1st level (4 slots): mage armor, ray of sickness, silent image 2nd level (3 slots): misty step, scorching ray, see invisibility 3rd level (3 slots): animate dead, dispel magic, stinking cloud 4th level (2 slots): arcane eye, black tentacles, confusion 5th level (1 slot): teleportation circle

spell_list

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Creature Codex, page no. 173
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