# Darakhul Shadowmancer *Medium* *Undead* *neutral evil* - **Armor Class:** 12 (15 with mage armor) - **Hit Points:** 52 (8d8+16) - **Speed:** walk 30 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** Creature Codex, page 173 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 12 (+1) | 16 (+3) | 14 (+2) | 18 (+4) | 13 (+1) | 9 (-1) | - **Saving Throws**: Int +6, Wis +3 - **Skills:** arcana +6, deception +1, investigation +6, stealth +7 - **Damage Immunities:** poison - **Damage Resistances:** necrotic - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 11 - **Languages:** Common, Darakhul, Umbral ### Special Abilities - **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.