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Darkling Elder Medium fey, chaotic neutral 2 450 xp

  • Armor class 15 (studded leather armor)
  • Hit points 27 (5d8+5)
  • Speed 30 ft.
  • STR 13 (+1)
  • DEX 17 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Skills: Acrobatics +5, Deception +3, Perception +6, Stealth +7

Senses: Blindsight 30 Ft., Darkvision 120 Ft.

Languages: Elvish, Sylvan

Challenge: 2 (450 xp)

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 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.

Actions

Multiattack. The darkling elder makes two melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.

Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.

Darkling Small fey, chaotic neutral 1/2 100 xp

  • Armor class 14 (leather armor)
  • Hit points 13 (3d6+3)
  • Speed 30 ft.
  • STR 9 (-1)
  • DEX 16 (+3)
  • CON 12 (+1)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 10 (0)

Skills: Acrobatics +5, Deception +2, Perception +5, Stealth +7

Senses: Blindsight 30 Ft., Darkvision 120 Ft.

Languages: Elvish, Sylvan

Challenge: 1/2 (100 xp)

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. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.