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Darakhul Captain

Medium · Undead · CR 9 · Lawful Evil

Armor Class
16 (breastplate)
Hit Points and Hit Dice
165 (22d8+66)
Challenge Rating CR
9

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
16
+3
CON
17
+3
INT
14
+2
WIS
14
+2
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Undead
Alignment Lawful Evil
XP 5000
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Skills

Insight +6 Intimidation +8 Perception +6

Languages

Common, Darakhul, Undercommon

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
necrotic
Condition Immunities
charmed, exhaustion, poisoned

Traits

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.

Necrotic Weapons

The darakhul captain’s weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack).

Stench

Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul’s Stench for 24 hours.

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

+8 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 plus 2d6 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.

Claw

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d6 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The 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.

Heavy Crossbow

+7 to hit, range 100/400 ft (30.5/121.9 m). Hit: 1d10+3 plus 2d6 necrotic damage.

Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.

Imperial Conscription

Recharge 6

The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life

Leadership

For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Longsword

+8 to hit, reach 5 ft (1.5 m). Hit: 1d8+4 plus 2d6 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.

Multiattack

The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword.

About Darakhul Captain

Darakhul Captain is a medium undead with a Challenge Rating of 9. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 165 hit points (derived from 22d8+66).

Darakhul Captain has communication capabilities including Common, Darakhul, Undercommon. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Darakhul Captain

2 tips available

When using Darakhul Captain in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Darakhul Captain

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 9.

Solo Encounter:

A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 9,000 XP
  • Hard: 13,500 XP
  • Deadly: 18,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Darakhul Captain?
Darakhul Captain has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
What type of creature is Darakhul Captain?
Darakhul Captain is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Darakhul Captain speak?
Darakhul Captain can communicate in Common, Darakhul, Undercommon.

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