Darklings

Darklings, also known as Dark Ones, Dark Creepers, and Dark Stalkers, are descendants of a cursed seelie house. Their ancient master, the Dark Crow, betrayed the Summer Queen, leading to this curse. This curse causes Darklings to absorb light around them, which is realeased in a final burst upon their death, as well as decreasing their height.

After millenia of the curses existence, the Summer Queen felt a small amount of pity for the Darklings, and taught them a ritual to lessen the effects of the curse. This honor is bestowed only upon the greatest Darklings in a tribe.

Darkling Civilian Small fey (darkling), any alignment Armor Class 12

12 Hit Points 5(1d6 + 1)

5(1d6 + 1) Speed 35ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 13 (+1) Skills Perception +3

Perception +3 Damage Vulnerabilities radiant

radiant Senses darkvision 120 ft., passive Perception 13

darkvision 120 ft., passive Perception 13 Languages Elvish, Sylvan

Elvish, Sylvan Challenge 1/4 (50 XP) Death Burst. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius. The Darklings body burns to ash, and each creature or object in the blast must make a DC 13 constitution saving throw or take 5 (1d8) radiant damage and be blinded until the end of that creature's next turn. Light Sensitivity. Whenever the darkling starts it's turn in an area of bright light, it takes 1 radiant damage. In addition, the darkling has disadvantage on all attack rolls and saving throws made in bright light. The damage from this trait is not modified by the darkling's vulnerability to radiant damage. Radiant Attraction. Whenever an attack dealing radiant damage would target a creature within 10' of the darkling that does not have this trait, the attack is redirected to it. Greater Darkvision. Your darkvision allows you to pierce magical darkness, such as that created by the Darkness spell. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft. or ranged 20/60 ft., one target. Hit 5 (1d4 + 2) piercing damage.