Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Darakhul
Resistances & Immunities
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
Bite
+5 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 piercing damage.
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
+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 slashing damage.
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.
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.
War Pick
+5 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
About Darakhul
Darakhul is a medium undead with a Challenge Rating of 3. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 78 hit points (derived from 12d8 + 24).
Darakhul has communication capabilities including Common, Darakhul. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Darakhul
2 tips available
GM Tips: Using Darakhul
When using Darakhul in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing Darakhul
2 strategies available
Player Guide: Facing Darakhul
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 3.
Solo Encounter:
A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 1,200 XP
- Hard: 1,800 XP
- Deadly: 2,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Darakhul?
- Darakhul has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
- What type of creature is Darakhul?
- Darakhul is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Darakhul speak?
- Darakhul can communicate in Common, Darakhul.
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