b'Ghoul, Darakhul Shadowmancer \n'b'  Family:   Ghouls  \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  12 (15 with  mage armor )  Hit Points  52 (8d8 + 16)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  18 (+4)  WIS:  13 (+1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Intelligence  +6,  Wisdom  +3  Skills   Arcana  +6,  Deception  +1,  Investigation  +6,  Stealth  +7  Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Umbral  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\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'  Shadow Stealth . While in dim light or darkness, the darakhul shadowmancer can take the  Hide  action as a bonus action. \n'b'  Stench . Any creature that starts its turn within 5 feet of the darakhul must succeed on a 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 shadowmancer 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 shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'  Spellcasting . The shadowmancer is a 9th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 14, +6 to hit with spell attacks). It has the following  wizard  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  acid splash ,  chill touch ,  mage hand ,  mending  \n'b'  1st level (4 slots) :  mage armor , ray of sickness,  silent image  \n'b'  2nd level (3 slots) :  misty step ,  scorching ray ,  see invisibility  \n'b'  3rd level (3 slots) :  animate dead ,  dispel magic ,  stinking cloud  \n'b'  4th level (2 slots) :  arcane eye ,  black tentacles ,  confusion  \n'b'  5th level (1 slot) :  teleportation circle  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13  Constitution  saving throw or contract darakhul fever. \n'b'  Dagger .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'\n'b' About \n'b' Relishing the darkness feared by others, the shadowmancer\xe2\x80\x99s undeath grants it nothing but time to study its art. \n'b'  Never Alone . A shadowmancer is rarely encountered alone; it is regularly accompanied by shadow guardians, shadow skeletons, or other horrors. \n'b'  Frequent Spies . Often called upon by their emperor to serve as spies among the cities of the surface world or as emissaries to the  shadow fey , darakhul shadowmancers may be encountered virtually anywhere. \n'b'  Hungry Dead Nature . The darakhul requires no air or sleep.'