# 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.