DND Monsters: Darkling Elder
From: Wild Beyond the Witchlight, Volo's Guide to Monsters, Mordenkainen Presents: Monsters of the Multiverse
Medium Fey, Typically Chaotic Neutral
AC 15 (studded leather armor)
HP 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
CR 2
Traits
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 components and using Wisdom as the spellcasting ability.













