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5ead/monsters/md/tome_of_beasts_2023/darakhul-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.6 KiB

Darakhul

Medium Undead Neutral Evil

  • Armor Class: 18 (scale mail, shield)
  • Hit Points: 78 (12d8 + 24)
  • Speed: walk 30 ft.
  • Challenge Rating: 3 (700 XP)
  • Source: Tome of Beasts 2023, page 202
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
  • Skills: Deception +3, Stealth +5
  • Damage Vulnerabilities: False
  • Damage Immunities: poison
  • Damage Resistances: necrotic
  • Condition Immunities: charmed, exhaustion, poisoned
  • Senses: darkvision 60 ft., passive Perception 11
  • Languages: Common, Darakhul

Special Abilities

  • Hungry Dead Nature: The darakhul requires no air or sleep.
  • 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.
  • Stench: 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.
  • 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 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.
  • Bite: 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).
  • Claw: 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.
  • War Pick: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.