Pack Tactics. The dark creeper has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Innate Spellcasting. The dark creeper’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At-will: darkness, detect magic
Multiattack. The dark creeper makes two melee attacks.
Poisoned Knife. +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 13 Costitution saving throw, becoming poisoned for 1 minute on a failure. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat this save at the end of each of its turns, ending the effect on itself on a success.
Snuff Light. A dark creeper can snuff any one nonmagical light within 50 feet. Magical lights affected by this ability are extinguished for 2d6 rounds
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