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 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.
Fey Ancestry. Charm has advantage on saving throws against being charmed, and magic cannot put her to sleep.
Special Equipment. Charm carries a ring of protection and one charm's chilling cup, which she can drink as a bonus action.
Multiattack. Charm makes two Shadow Scimitar attacks.
Shadow Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 6 (2d6) necrotic damage.
Darkness (Recharges after a Short or Long Rest). Charm casts darkness without any components. Wisdom is its spellcasting ability.
Explode Illusion. Charm causes a darkling illusion she can see within 60 feet to explode with shadow energy, destroying the illusion. Each creature within 5 feet of the illusion must succeed on a DC 12 Dexterity throw or take 6 (2d6) necrotic damage.
Swap. Charm swaps positions with a willing darkling or darkling illusion she can see within 60 feet.
Shadow Substitution (2/day). When Charm is hit by an attack targeting her, she can teleport up to 15 feet away to an unoccupied space she can see, halving the attack's damage. An illusory duplicate of her (composed of smoky shadows) appears where she was standing. The illusion's AC is 14 and if an attack hits it, it is destroyed. Otherwise, it fades out of existence after 1 minute.
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