Death Flash. When the darkling dies, magical flash of ice lashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, are reduced to dust. Any creature within the radius of this flash must succeed a DC 13 Constitution Saving Throw and suffer 2d4 cold damage or half as much on a success
Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Underwater Adaptation. The darkling can breathe both air and water and does not suffer disadvantages from attacking with melee weapons while submerged.
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.
Disengage. The darkling can disengage and move away from an enemy without triggering Attacks of Opportunity
Description
Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
Aquatic darklings live in caverns or tunnels of dormant underwater volcanoes, or an active volcano if they can find a creature to serve. Sea Hags, Merid, or other powerful aquatic creatures sometimes find use in the darklings as messengers, assassins, or informants.
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