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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Darakhul Shadowmancer/

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.

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