Illustration Xan Drake

Darakhul Shadowmancer

Creature Codex
Challenge 4
(1,100 XP)
Robinloft Estimated CR 6
Medium undead, neutral evil
Armor Class 13 (16 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
Environments
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:
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: 5 (1d4 + 3) piercing damage.

Darakhul Shadowmancer

Not yet described

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