Darakhul Spy
Medium Undead, neutral evil (CR 5)Armor Class 16 studded leather
Hit Points 91 (14d8+28)
Speed 30 ft.
16 (+3)
18 (+4)
14 (+2)
14 (+2)
12 (+1)
14 (+2)
Skills deception 5, perception 4, stealth 7, survival 4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Darakhul
Challenge Rating 5
Actions
Multiattack.
The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.
Claw.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.
Shortsword.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Light Crossbow.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
sizeMedium
typeUndead
group
alignmentneutral evil
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception4
damage_vulnerabilities
damage_resistancesnecrotic
damage_immunitiespoison
condition_immunitiescharmed, exhaustion, poisoned
cr5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Evasion,desc: If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.,name: 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, it loses its Stench.,name: Sneak Attack (1/Turn),desc: The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isnât incapacitated and the darakhul doesnât have disadvantage on the attack roll.,name: Stench,desc: Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creatureâs saving throw is successful or the effect ends for it, the creature is immune to the darakhulâs Stench for the next 24 hours. A darakhul using this ability canât 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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
spell_list
page_no168
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 168