Darkling

Darkling

Small fey
Challenge

STR
−1
DEX
3
CON
1
INT
0
WIS
1
CHA
0

9
2d6+2
16
Fort
+2
Ref
+2
Will
+0
Defense note leather
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Deception +1 (12), Nimbleness +4 (15), Perception +2 (13), Stealth +4 (15)
Senses blindsight 5 m., darkvision 20 m.
Languages Elvish, Sylvan

Cheap Shot (1/turn). The darkling deals an extra 7 (2d6) damage when it hits a target with a weapon attack if it doesn’t have disadvantage on the attack and the target is flat-footed, if it has advantage on the attack, or when the target is within 1 meter of an enemy of the target that isn’t incapacitated.

Death Flash. When the darkling dies, nonmagical light flashes out from it in a 2-meter 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 Difficulty 11 Fortitude 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 attacks, as well as on Perception checks that rely on sight.

Maneuvers. The darkling uses maneuvers (maneuver save Difficulty 13). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: bloodletting blade, cripple, fan of knives, feint, lunge, nimble, parry, spring attack

Actions (1)

Shortsword. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.

Feywild, Forest, Swamp, Underdark, Urbanvgtm

Maneuvers

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.