Sources
CR
Type
Size
Alignment
Movement

Darkling

Small Fey, 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)

Traits

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.

Lore

Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith—or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their…