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Ghoul, Darakhul

Medium · Undead · CR 3 · Neutral Evil

Source. Tome of Beasts
Armor Class
16 (scale mail; 18 with shield)
Hit Points and Hit Dice
78 (12d8+24)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 700
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 11

Skills

Deception +3 Stealth +5

Languages

Common, Darakhul

Resistances & Immunities

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

Environments

Underworld

Traits

Darakhul Fever

spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:

1-9 None; victim is simply dead

10-16 Ghoul

17-20 Ghast

21+ Darakhul

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.

Stench

Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.

Sunlight Sensitivity

The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight.

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 piercing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.

Claw

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6 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 make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.

Multiattack

The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both.

War Pick

+5 to hit, reach 5 ft (1.5 m). Hit: 1d8 piercing damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

About Ghoul, Darakhul

Ghoul, 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 16 and possesses 78 hit points (derived from 12d8+24).

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

GM Tips: Using Ghoul, Darakhul

2 tips available

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

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Ghoul, Darakhul

2 strategies available

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

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

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

What is the challenge rating of Ghoul, Darakhul?
Ghoul, Darakhul has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Ghoul, Darakhul?
Ghoul, Darakhul is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Ghoul, Darakhul speak?
Ghoul, Darakhul can communicate in Common, Darakhul.

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