Darakhul Shadowmancer
Medium Undead neutral evil
- Armor Class: 12 (15 with mage armor)
- Hit Points: 52 (8d8+16)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Creature Codex, page 173
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
16 (+3) |
14 (+2) |
18 (+4) |
13 (+1) |
9 (-1) |
- Saving Throws: Int +6, Wis +3
- Skills: arcana +6, deception +1, investigation +6, stealth +7
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common, Darakhul, Umbral
Special Abilities
- Master of Disguise: 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.
- Shadow Stealth: While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.
- Stench: 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.
- Sunlight Sensitivity: While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Turning Defiance: The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
- Spellcasting: 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
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.
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