Always come in two's. Vorokhoi Darklings are always summoned in pairs.
Magic Resistance. The Vorokhoi Darkling has advantage on saving throws against spells and other magical effects.
Disguise Self. When two or more Vorokhoi Darklings are within the same space, they may disguise themselves as a humanoid, stretching their skins to appear somewhat normal. Treat this trait as the Disguise Self spell. Players may attempt to see the Vorokhoi Darkling with a DC 16 Wisdom (Perception) check, however, passive perception, no matter how high will not notice these creatures when they are disguised.
Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative -1 penalty to the AC it offers, and the Vorokhoi Darkling gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Description
Vorokhoi Darklings are small, intelligent fiends from an unknown level of hell, who will do just about anything for small shiny objects, they very much like shiny trinkets, and horde them incessantly. They have been known to make excellent mercenaries, as they will accept insanely difficult jobs for minimal pay, and they come in sufficient numbers that if a few die in the process, most higher ranking fiends would never notice.
Previous Versions
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