Darkling: Powerful Monster Guide for D&D

The Summer Queen’s curse causes a darkling’s body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions.

Small Fey, Typically Chaotic Neutral

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., passive Perception 15

Languages: Elvish, Sylvan

Challenge: 1/2 (100 XP)

Proficiency Bonus: +2

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 must succeed on a DC 10 Constitution saving throw or be blinded until the end of its 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 plus 7 (2d6) necrotic damage.