Darakhul — fantasy monster illustration. Darakhul is a medium undead (Challenge Rating 3).

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Darakhul

Medium Undead, Neutral Evil

AC
18
HP
78
Speed
30
CR
3

False


Armor Class 18 (scale mail, shield)

Hit Points 78 (12d8 + 24)

Speed 30 ft.


STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
12 (+1)

Skills Stealth +5, Deception +3

Damage Vulnerabilities False

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Common, Darakhul

Challenge 3


Traits

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.

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Darakhul — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022