Medium fey, Chaotic Neutral
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 27 (5d8 + 5) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 13 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Deception +3, Perception +6, Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Sylvan |
| Challenge | 2 |
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.
The darkling elder makes two Scimitar attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.
Medium fey, Chaotic Neutral
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 27 (5d8 + 5) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 14 (+2) | 13 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Deception +3, Perception +6, Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Sylvan |
| Challenge | 2 |
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.
The darkling elder makes two melee attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., 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.
The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.