Darkling Elder

Volo's Guide to Monsters p. 134,

Size
Medium
Type
fey
Alignment
typically chaotic neutral
AC
15 (studded leather armor)
Hit Points
27 (5d8+5)
Speed
walk 30 ft.
Skills
Acrobatics +5, Deception +3, Perception +6, Stealth +7
Senses
blindsight 30 ft., darkvision 120 ft.
Passive Perception
16
Languages
Elvish, Sylvan
Challenge
2
Lineage
Darkling
Environment
forest, swamp, underdark, urban
STR
13
+1
DEX
17
+3
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
13
+1

Traits

Proficiency Bonus

+2

Death Burn

When the darkling elder dies, magical 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 must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.

Actions

Multiattack

The darkling elder makes two scimitar attacks.

Scimitar

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Darkness (Recharges after a Short or Long Rest)

The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.

recharge

SHORT

Spells

darkness

Other data

description