Armour Class 16 (leather)
Hit Points 40 (8d6+16)
|11 (+2)||18 (+4)||14 (+2)|
|14 (+2)||13 (+1)||13 (+3)|
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish
Challenge 2 (450 XP)
Curse the Day. Dark ones have disadvantage in full daylight or similar affects. They also have disadvantage on saves related to blindness when a bright light is the cause.
Dark Step. The creeper can take the Disengage or Hide action as a bonus action on each of its turns.
Sneak Attack. The dark creeper deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.
Wicked kukri. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 4) slashing damage.
Jagged Dagger. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
Hit: 6 (1d6 + 4) piercing damage.
Killing Dark. When slain, a dark creeper explodes in a spout of darkness. All creatures within 5 ft must make DC 11 Dexterity save or become blinded.
Gear. Apart from daggers each carries an unholy symbol of Hellion (10gp)
Black rags wrap this small humanoid from head to toe, leaving only its hands, its cloven feet and pale white nose visible.