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.