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<title>Darakhul Shadowmancer</title>
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<h1>Darakhul Shadowmancer</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 12 (15 with mage armor)</li>
<li><strong>Hit Points:</strong> 52 (8d8+16)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 173</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>16 (+3)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>13 (+1)</td>
<td>9 (-1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Int +6, Wis +3</li>
<li><strong>Skills:</strong> arcana +6, deception +1, investigation +6, stealth +7</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> necrotic</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 11</li>
<li><strong>Languages:</strong> Common, Darakhul, Umbral</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Master of Disguise:</strong> 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.</li>
<li><strong>Shadow Stealth:</strong> While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.</li>
<li><strong>Stench:</strong> 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.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
<li><strong>Turning Defiance:</strong> The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</li>
<li><strong>Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.</li>
<li><strong>Bite:</strong> 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.</li>
<li><strong>Dagger:</strong> Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</li>
</ul>
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