Monster
Darkling
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Fey
- Size
- Small
- Armor class
- 14 (leather armor)
- Hit points
- 13 (3d6 + 3)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/2
- Alignment
- Chaotic Neutral
- Strength
- 9
- Dexterity
- 16
- Constitution
- 12
- Intelligence
- 10
- Wisdom
- 12
- Charisma
- 10
- Passive Perception
- 15
- Skills
- acrobatics: +5; deception: +2; perception: +5; stealth: +7
- Senses
- blindsight 30 ft., darkvision 120 ft.
- Languages
- Elvish, Sylvan
Traits
Death Flash
When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.
Light Sensitivity
While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger
Melee Weapon Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.