Kryx RPGThemesMonsters

Darkling Elder

Medium fey
Challenge
2 (450 XP)

STR
1
DEX
3
CON
1
INT
0
WIS
2
CHA
1

27
5d8+5
15
Fort
+1
Ref
+2
Will
+1
Defense note leather

Speed 9 m.
Senses blindsight 9 m., darkvision 35 m., passive Perception 15
Skills Acrobatics +5, Deception +3, Perception +5, Stealth +6
Languages Elvish, Sylvan

Death Burn. When the darkling elder dies, magical light flashes out from it in a 3-meters 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 Fortitude saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.

Maneuvers. The darkling elder uses maneuvers (maneuver save DC 13). It has 7 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: lunge, nimble, parry, precision, spring attack

Sneak Attack (1/turn). The darkling deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the darkling that isn’t incapacitated and the darkling doesn’t have disadvantage on the attack roll.

Spellcasting. The darkling elder’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:

1/rest: darkness

Actions

Multiattack. The darkling elder makes two attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) piercing damage.

Forest, Swamp, Underdark, Urbanvgtm