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Darakhul Shadowmancer

Size
Medium
Type
Undead
Challenge Rating
4
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
12
Speeds
30
Walking Speed
30
Strength Score
12
Dexterity Score
16
Constitution Score
14
Intelligence Score
18
Wisdom Score
13
Charisma Score
9
Saving Throws
Intelligence, Wisdom
Skill Proficiencies
Arcana, Deception, Investigation, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common, Darakhul, Umbral
Hit Points
52
Condition Immunities
Charmed, Exhaustion 1, Poisoned
Resistances
Resistant to Necrotic Damage, Immune to Poison Damage
Languages
Aethyrian Common

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.