Darakhul Spy

Medium Undead, neutral evil (CR 5)

Armor Class 16 studded leather

Hit Points 91 (14d8+28)🎲

Speed 30 ft.


STR

16 (+3)

DEX

18 (+4)

CON

14 (+2)

INT

14 (+2)

WIS

12 (+1)

CHR

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 isn’t incapacitated and the darakhul doesn’t 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 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 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 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
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