Darakhul Spy
Medium Undead neutral evil
- Armor Class: 16 (studded leather)
- Hit Points: 91 (14d8+28)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 2, page 168
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
18 (+4) |
14 (+2) |
14 (+2) |
12 (+1) |
14 (+2) |
- Skills: deception +5, perception +4, stealth +7, survival +4
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Common, Darakhul
Special Abilities
- Evasion: 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.
- 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, it loses its Stench.
- Sneak Attack (1/Turn): 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.
- Stench: 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.
- 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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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.
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