Darakhul Shadowmancer
Darakhul Shadowmancer
Medium undead, neutral evil
- Armor Class 12 (15 with mage armor)
- Hit Points 52 (8d8+16)
- Speed 30 ft.
- STR
12 (+1) - DEX
16 (+3) - CON
14 (+2) - INT
18 (+4) - WIS
13 (+1) - CHA
9 (-1)
- Saving Throws Int +6, Wis +3
- Skills Arcana +6, Deception +1, Investigation +6, Stealth +7
- Damage Resistances necrotic
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Darakhul, Umbral
- Challenge 4 (1,100 XP)
- 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.