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5ead/monsters/md/creature_codex/darakhul-shadowmancer.md
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# 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.