Darkling

Small fey, Chaotic Neutral

Armor Class

14 (leather armor)

Hit Points

13 (3d6+3)

Speed

walk 30 ft.

Skills

Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses

blindsight 30 ft., darkvision 120 ft.

Languages

Elvish, Sylvan

Challenge

1/2

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 or 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.

Darkling

Small fey, typically chaotic neutral

Armor Class

14 (leather armor)

Hit Points

13 (3d6 + 3)

Speed

walk 30 ft.

Skills

Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses

blindsight 30 ft., darkvision 120 ft.

Languages

Elvish, Sylvan

Challenge

1/2

Proficiency Bonus

+2

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 must succeed on a DC 10 Constitution saving throw or be blinded until the end of its 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 or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.

Darkling

Small fey, typically chaotic neutral

Armor Class

14 (leather armor)

Hit Points

13 (3d6+3)

Speed

walk 30 ft.

Skills

Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses

blindsight 30 ft., darkvision 120 ft.

Languages

Elvish, Sylvan

Challenge

1/2

Proficiency Bonus

+2

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 or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.