40 lines
3.1 KiB
Markdown
40 lines
3.1 KiB
Markdown
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# Darakhul Spy
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*Medium* *Undead* *neutral evil*
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- **Armor Class:** 16 (studded leather)
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- **Hit Points:** 91 (14d8+28)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 5 (1,800 XP)
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- **Source:** Tome of Beasts 2, page 168
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) |
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- **Skills:** deception +5, perception +4, stealth +7, survival +4
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- **Damage Immunities:** poison
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- **Damage Resistances:** necrotic
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- **Condition Immunities:** charmed, exhaustion, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 14
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- **Languages:** Common, Darakhul
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### Special Abilities
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- **Evasion:** If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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- **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, it loses its Stench.
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- **Sneak Attack (1/Turn):** The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll.
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- **Stench:** Any creature that starts its turn within 5 feet of the darakhul must make a successful 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 using this ability can't also benefit from Master of Disguise.
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- **Sunlight Sensitivity:** While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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- **Turning Defiance:** The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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### Actions
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- **Multiattack:** The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword.
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- **Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.
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- **Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.
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- **Shortsword:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
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- **Light Crossbow:** Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
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