12 (15 with mage armor)
52 (8d8+16)
walk 30 ft.
Int +6, Wis +3
Arcana +6, Deception +1, Investigation +6, Stealth +7
necrotic
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
Common
4
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.
While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.
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.
While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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*
The darakhul shadowmancer makes two attacks. one with its bite and one with its dagger.
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.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.