Darakhul Shadowmancer (Midgard Version)

Medium undead, Neutral Evil

Armor Class

12 (15 with mage armor)

Hit Points

52 (8d8+16)

Speed

walk 30 ft.

Saves

Int +6, Wis +3

Skills

Arcana +6, Deception +1, Investigation +6, Stealth +7

Damage Resistances

necrotic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

Common

Challenge

4

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 (midgard version) is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The darakhul shadowmancer (midgard version) has the following Wizard spells prepared: • Cantrips (at will): acid splash, claws of darkness*, douselight*, mage hand • 1st level (4 slots): black ribbons*, cloak of shadow*, mage armor, ray of sickness • 2nd level (3 slots): dark path*, darkbolt*, see invisibility • 3rd level (3 slots): dispel magic, fear, legion* • 4th level (2 slots): arcane eye, shadow monsters* • 5th level (1 slots): shadow realm gateway*

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. 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.