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Darakhul are a species of unusually intelligent and civilized ghoul native to the Midgard setting of Dungeons & Dragons. Though they share the common ghoulish traits of a cannibalistic hunger for humanoid flesh, they are able to think on higher levels and in greater foresight than their fellows, a trait they have used to create a necrocracy called the Ghoul Imperium in the Underdark. Though they come from many different origins, eventually the dark curse that animates them scours away the existing features of their former lives and leaves them with the common traits of a darakhul; taut, blue-gray skin and gaunt, skull-like heads sporting fanged maws.

5e PC stats[edit]

In 5e, darakhul became playable, with the most recent rendition being in the Underworld Player's Guide. All darakhul have the following traits, but their ability score increase, size and speed are determined by their Heritage (subrace trait):

Ability Score Increase: +1 Constitution
Darkvision 60 feet
Hunger for Flesh: You must consume 1 pound of raw meat each day. Every 24 hours without feeding in this manner causes you to gain 1 level of Exhaustion due to starvation; whilst you have Exhaustion levels gained through this racial trait, you cannot regain hit points or remove Exhaustion levels until you feed, which requires at least 1 hour and 10 pounds of raw meat.
Imperfect Undeath: You are treated as a humanoid for purposes of spells, but can also be targeted by effects that specifically target the undead, like a clerical Turn Undead. Effects that raise the dead will revive you, but only as a darakhul; it takes a True Resurrection or a Wish to restore you to your former race.
Powerful Jaw: You can Bite as an unarmed strike that does 1d4 + Str modifier Piercing damage.
Sunlight Sensitivity: You have Disadvantage on attack rolls and on Wisdom (Perception) checks when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.
Undead Resilience: You have Resistance to Necrotic and Poison damage, you are Immune to Disease, you have Advantage on saves vs. Charmed and Poisoned, and you can remove 1 Exhaustion level when you finish a short rest, if you have eaten at least 1 pound of raw meat in the past 24 hours.
Undead Vitality: You don't need to breathe. Instead of sleeping for 8 hours, you enter a deathly torpor, in which you remain dimly aware of the world (Disadvantage on Wisdom (Perception) Checks), for 6 hours.
Heritage: Choose one of the following base races.
  • Derro: Small size, base speed 30 feet, +2 Charisma, and Calculating Insanity (you can cast True Strike, keying off of Charisma, times per day equal to 1 or your Charisma modifier, whichever is higher).
  • Dragonborn: Medium size, base speed 25 feet, not slowed by Heavy Armor, +2 Strength, and Corrupted Bite (1/day, as a bonus action, make a Bite attack as per Powerful Jaw that does bonus Necrotic damage equal to your level).
  • Drow: Medium size, base speed 30 feet, +2 Intelligence, and Poison Bite (1/short rest, you can add +1d6 Poison damage to a successful Bite attack, +3d6 at 11th level)
  • Dwarf: Medium size, base speed 25 feet, not slowed by Heavy Armor, +2 Wisdom, and Dwarven Stoutness (+1 maximum HP, +1 max HP per level).
  • Elf or Shadow Fey: Medium, base speed 30 feet, +2 Dexterity, and Supernatural Senses (Proficiency in Perception, Advantage on Perception checks to notice/find creatures that aren't at full HP).
  • Gnome: Small size, base speed 25 feet, +2 Intelligence, and Magical Hunger (1/short rest, when a visible creature within 30 feet casts a spell, you can spend your reaction to gain Constitution modifier (minimum 1) temporary HP).
  • Halfling: Small size, base speed 25 feet, +2 Dexterity, Ill Fortune (a creature that rolls a 20 on their attack against you must re-roll; if this second roll misses, they take Necrotic damage equal to twice your Constitution modifier).
  • Human or Elfmarked: Medium, base speed 30 feet, +2 to any ability score of your choice other than Constitution, and Versatility (gain 2 skill proficiencies and 1 tool proficiency of your choice).
  • Kobold: Small size, base speed 30 feet, +2 Intelligence, and Devious Bite (if you hit with your bite attack whilst you have Advantage on the attack roll, do +1d4 bonus piercing damage).
  • Ravenfolk: Medium, base speed 30 feet, +2 Dexterity, and Sudden Bite and Flight (if you surprise a creature in the first round of combat, you can make a bite attack as a free action; if this bite hits, you can then Dodge as a Reaction).
  • Tiefling: Medium, base speed 30 feet, +2 Charisma, and Necrotic Rebuke (1/day, when you are hit by a weapon attack, inflict Charisma modifier Necrotic damage and Disadvantage on attack rolls until the end of their next turn on the attacker by spending a reaction).
  • Trollkin: Medium, base speed 30 feet, +2 Strength, and Regenerative Bite (1/day, you can make a Bite attack against a non-undead, non-construct foe and regain HP equal to half the damage you dealt).