Darkling Elder 5th Edition Spell Guide

A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails.

Medium Fey, Typically Chaotic Neutral

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., passive Perception 16

Languages: Elvish, Sylvan

Challenge: 2 (450 XP)

Proficiency Bonus: +2

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 failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

ACTIONS

Multiattack. The darkling elder makes two Scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell 1 components and using Wisdom as the spellcasting ability.