b'Ghoul, Darakhul Spy \n'b'  Family:   Ghouls  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  16 (studded leather)  Hit Points  91 (14d8 + 28)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  14 (+2)  INT:  14 (+2)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +5,  Perception  +4,  Stealth  +7,  Survival  +4  Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Darakhul  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Evasion . If the darakhul spy is subjected to an effect that allows it to make a  Dexterity  saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \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, it loses its Stench. \n'b'  Sneak Attack (1/Turn) . The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the darakhul spy that isn\xe2\x80\x99t incapacitated and the darakhul doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Stench . Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13  Constitution  saving throw or be  poisoned  until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the darakhul\xe2\x80\x99s Stench for the next 24 hours. A darakhul using this ability can\xe2\x80\x99t also benefit from Master of Disguise. \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 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13  Constitution  saving throw or contract darakhul fever. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13  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 creature is  paralyzed  for more than 2 rounds, it contracts darakhul fever. \n'b'  Shortsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +7 to hit, range 80/320 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'\n'b' About \n'b' The eyes and ears of the Ghoul Imperium, darakhul spies originate from all nations and backgrounds and can be found anywhere in Midgard. \n'b'  Masters of Disguise . Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across Midgard. Most often their odd behavior, such as taking meals privately or preferring to conduct business after sunset, is waved off as eccentric rather than suspicious. \n'b'  Hungry Dead Nature . The darakhul requires no air or sleep.'