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5ead/monsters/md/tome_of_beasts_2/darakhul-spy.md
2025-06-07 07:58:30 -05:00

3.1 KiB

Darakhul Spy

Medium Undead neutral evil

  • Armor Class: 16 (studded leather)
  • Hit Points: 91 (14d8+28)
  • Speed: walk 30 ft.
  • Challenge Rating: 5 (1,800 XP)
  • Source: Tome of Beasts 2, page 168
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 14 (+2)
  • Skills: deception +5, perception +4, stealth +7, survival +4
  • Damage Immunities: poison
  • Damage Resistances: necrotic
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 14
  • Languages: Common, Darakhul

Special Abilities

  • Evasion: If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • 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.
  • Sneak Attack (1/Turn): The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll.
  • Stench: Any creature that starts its turn within 5 feet of the darakhul must make a successful 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 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 three attacks: one with its bite, one with its claw, and one with its shortsword.
  • Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.
  • Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The 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 creature is paralyzed for more than 2 rounds, it contracts darakhul fever.
  • Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  • Light Crossbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.