Darakhul Shadowmancer
Medium Undead, neutral evil. CR 4, AC 12, 52 HP. Traits: Master of Disguise, Shadow Stealth, Stench, Sunlight Sensitivity, Turning Defiance, Spellcasting.
- Armor class
- 12
- Hit points
- 52
- Challenge
- 4
- Creature type
- Undead
- Size
- Medium
- Alignment
- neutral evil
Stat block
- Cha
- 9
- Con
- 14
- Dex
- 16
- Int
- 18
- Str
- 12
- Wis
- 13
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 11
- Skills
- Arcana: 6; Stealth: 7; Deception: 1; Investigation: 6
- 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.
- Languages
- Common, Darakhul, Umbral
- Saving throws
- Wisdom: 3; Intelligence: 6
- Damage immunities
- poison
- 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
- Damage resistances
- necrotic
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).