Darakhul Shadowmancer
Medium Undead, neutral evil (CR 4)Armor Class 12 15 with mage armor
Hit Points 52 (8d8+16)
Speed 30 ft.
12 (+1)
16 (+3)
14 (+2)
18 (+4)
13 (+1)
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
page_no173
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 173