Dark Folk, Dark Creeper

Dark Folk

This creature resembles a small with a light, thin frame. It has gray skin and stark-white eyes with gray pupils. It dresses in filthy, brownish-black clothing. The smell of dung and rotted meat hangs in the air around it.


Dark Creeper

XP 50 ()

CN Small

Initiative +3


DEFENSE

AC 15 (rag armor; see below)

hp: 16 (3d6 + 6)


OFFENSE

Speed: 30 ft.

Melee Attack—Dagger: +5 to hit (reach 5 ft.; one creature). Hit: 1d4 + 3 piercing damage and the target must make a successful DC 12 Con saving throw or be poisoned (see below).


STATISTICS

Str 11 (+0), Dex 17 (+3), Con 14 (+2),

Int 9 (–1), Wis 10 (+0), Cha 8 (–1)

Languages: Deep Speech, Undercommon

Skills: Sleight of Hand +5, Stealth +7


TRAITS

Death Throes: When a dark creeper is slain, its body combusts in a flash of bright light, leaving its gear in a heap on the ground. All creatures within 10 feet of the slain creeper must make a DC 12 Con save or be blinded for 1d6 rounds. Other dark creepers within 10 feet fail the saving throw automatically.

Poison: Dark creepers are skilled in the use of poison. They favor a foul-smelling, dark paste called black smear that they distill from fungi that grows only in deep caverns. Creatures poisoned by black smear take 1d4 poison damage immediately and suffer the usual effect of the poisoned condition. Poisoned creatures repeat the DC 12 Con saving throw at the end of each of their turns. On a successful save, they are no longer poisoned; on a failed save, they take 1d4 poison damage and the poisoned condition continues. Each dark creeper carries three doses of this poison, and they train from childhood to reapply it to their daggers as a bonus action after a successful hit.

Rag Armor: A dark creeper’s multiple layers of filthy rags function as hide armor when worn by one of their kind.

See in Darkness: Light conditions are reversed in effect for dark creepers. They treat complete darkness as bright light and bright light as complete darkness. A dark creeper sees perfectly in darkness of any kind, including magical darkness.

Sneak Attack: A dark creeper’s dagger attack does an extra 1d6 piercing damage if the dark creeper has advantage on the attack or if another dark creeper or dark stalker is within 5 feet of the target.


ECOLOGY

Environment: Any

Organization: Solitary, pair, gang (3–6), or clan (20–80 plus 1 dark stalker per 20 dark creepers)