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.

small
fey
cr1/2
volos-guide