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2025-06-07 07:58:30 -05:00
# Darakhul
*Medium* *Undead* *Neutral Evil*
- **Armor Class:** 18 (scale mail, shield)
- **Hit Points:** 78 (12d8 + 24)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** Tome of Beasts 2023, page 202
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 17 (+3) | 14 (+2) | 14 (+2) | 12 (+1) | 12 (+1) |
- **Skills:** Deception +3, Stealth +5
- **Damage Vulnerabilities:** False
- **Damage Immunities:** poison
- **Damage Resistances:** necrotic
- **Condition Immunities:** charmed, exhaustion, poisoned
- **Senses:** darkvision 60 ft., passive Perception 11
- **Languages:** Common, Darakhul
### Special Abilities
- **Hungry Dead Nature:** The darakhul requires no air or sleep.
- **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.
- **Stench:** Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 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.
- **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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.
### Actions
- **Multiattack:** The darakhul makes one Bite attack, one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack.
- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar).
- **Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed 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 is paralyzed for more than 2 rounds, it contracts darakhul fever.
- **War Pick:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.