Darakhul
Medium Undead Neutral Evil
- Armor Class: 18 (scale mail, shield)
- Hit Points: 78 (12d8 + 24)
- Speed: walk 30 ft.
- Challenge Rating: 3 (700 XP)
- Source: Tome of Beasts 2023, page 202
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
17 (+3) |
14 (+2) |
14 (+2) |
12 (+1) |
12 (+1) |
- Skills: Deception +3, Stealth +5
- Damage Vulnerabilities: False
- Damage Immunities: poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 11
- Languages: Common, Darakhul
Special Abilities
- Hungry Dead Nature: The darakhul requires no air or sleep.
- 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.
- Stench: Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 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 one Bite attack, one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar).
- Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed 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 is paralyzed for more than 2 rounds, it contracts darakhul fever.
- War Pick: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
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