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5ead/monsters/md/creature_codex/darakhul-shadowmancer.md
2025-06-07 07:58:30 -05:00

2.7 KiB

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.