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<title>Darakhul</title>
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<body>
<h1>Darakhul</h1>
<p><em>Medium</em> <em>Undead</em> <em>Neutral Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (scale mail, shield)</li>
<li><strong>Hit Points:</strong> 78 (12d8 + 24)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 202</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>16 (+3)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>14 (+2)</td>
<td>12 (+1)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> Deception +3, Stealth +5</li>
<li><strong>Damage Vulnerabilities:</strong> False</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</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Hungry Dead Nature:</strong> The darakhul requires no air or sleep.</li>
<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, it loses its Stench.</li>
<li><strong>Stench:</strong> 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.</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 and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Bite:</strong> 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).</li>
<li><strong>Claw:</strong> 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.</li>
<li><strong>War Pick:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</li>
</ul>
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