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Darakhul 2014

CR 3 undead

Medium undead, Neutral Evil


Armor Class
18 (scale mail, shield)
Hit Points
78 (12d8 + 24)
Speed
30 ft.

STR16 (+3)
DEX17 (+3)
CON14 (+2)
INT14 (+2)
WIS12 (+1)
CHA12 (+1)

Saving Throws
Skills
Deception +3, Stealth +5
Resistances
necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Darakhul
Challenge
3 (700 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details