Darkling

Volo's Guide to Monsters p. 134,

Size
Small
Type
fey
Alignment
typically chaotic neutral
AC
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.
Passive Perception
15
Languages
Elvish, Sylvan
Challenge
1/2
Lineage
Darkling
Environment
forest, swamp, underdark, urban
STR
9
−1
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
12
+1
CHA
10
+0

Traits

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.

Other data

description