Darkling
Small fey, chaotic neutral
Armor Class
14 (leather armor)
Hit Points
13 (3d6+3)
Speed
30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (0)
WIS
12 (+1)
CHA
10 (0)
Senses
blindsight 30 ft., darkvision 120 ft.
Skills
Acrobatics +5, Deception +2, Perception +5, Stealth +7
Languages
Elvish, Sylvan
Challenge
1/2 (100 XP)
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.