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Darklings

Basic Information

Ecology and Habitats

Most darklings dwell in caves or underground. Under cities, they typically work as thieves or assassins.
Related Ethnicities

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Darkling

Small fey, chaotic neutral
Armor Class 14 (leather armor)
Hit Points 13 3d6+3
Speed 30ft

STR
9 -1
DEX
16 +3
CON
12 +1
INT
10 0
WIS
12 +1
CHA
10 0

Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft.
Languages 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.


 

Regional Effects

In the Feywild, even the weakest creatures have regional effects. A darkling's lair is warped by the creature's magic, which creates the following effect:   Within 1 mile of a darkling's lair, the sun is less intense and shadows are darker. Any area not in direct sunlight counts as low light, and areas that would normally be in low light count as darkness.


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