b'Darakhul General \n'b'  Family:   Darakhul  \n'b'  Medium   undead,  lawful evil   \n'b'  Armor Class  19 (half plate, shield)  Hit Points  212 (25d8 + 100)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  18 (+4)  INT:  14 (+2)  WIS:  14 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +7,  Intimidation  +9,  Perception  +7  Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  17  Languages  Common, Undercommon  Challenge  15 (13,000 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (1/Day) . If the darakhul fails a saving throw, they can choose to succeed instead. \n'b'  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 their Stench. \n'b'  Necrotic Weapons . The darakhul\xe2\x80\x99s weapon attacks are magical. When the darakhul hits with any weapon, the weapon deals an extra 5d6 necrotic damage (included in the  attack ). \n'b'  Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 18  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\xe2\x80\x99s Stench for 24 hours. \n'b'  Sunlight Sensitivity . While in sunlight, the darakhul has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Turning Defiance . The darakhul and any ghouls within 60 feet of the darakhul have advantage on saving throws against effects that turn undead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The darakhul uses Targeting Directive and makes three weapon attacks. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage plus 10 (3d6) necrotic damage. If the target is a humanoid, they must succeed on a DC 18  Constitution  saving throw or contract darakhul fever. \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 18  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. \n'b'  Longsword .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 9 (1d8 + 5) bludgeoning damage plus 17 (5d6) necrotic damage. \n'b'  Tactical Strike (Recharge 5\xe2\x80\x936) . The darakhul barks out an order. Up to five allied ghouls within 120 feet that can hear the darakhul can use their  reactions  to each make one weapon  attack . \n'b'  Targeting Directive . One of the darakhul\xe2\x80\x99s allies within 60 feet that can hear the directive deals an extra 10 (3d6) damage to creatures it hits with a weapon  attack  until the beginning of the darakhul\xe2\x80\x99s next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The darakhul general can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The darakhul regains spent legendary actions at the start of their turn: \n'b'\n'b'  Reposition . The darakhul can take a  Dash  action. \n'b'  Attack (Costs 2 Action) . The darakhul makes one weapon  attack . \n'b'  Rejuvenation (Costs 3 Actions) . The darakhul drains life energy from one  ghoul  ally within 60 feet that they can see. The ghoul crumbles to dust and the darakhul regains  hit points  equal to the target\xe2\x80\x99s remaining  hit points , plus 1 for each of the target\xe2\x80\x99s Hit Dice. \n'b'\n'b' ABOUT \n'b' This proud and commanding darakhul meets every threat with a steely gaze and a blade crackling with necrotic power. \n'b'  Imperial Authority . All darakhul and ghouls automatically acknowledge the commanding presence of a general but may not automatically obey depending on the relationship between them. \n'b'  Hungry Dead Nature . Darakhul generals don\xe2\x80\x99t require air or sleep.'