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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8586211" data-attributes="member: 53176"><p><h3>Darklings (VGtM, WBtW)</h3><p></p><p>Darklings are fey creatures with a very peculiar curse. They absorb light, but instead of getting tan when they do so, they become wrinkly. Much like how we become wrinkly with age. I think Fey are technically immortal in this edition, but being old forever has got to be one of the worst forms of immortality. Fortunately they can significantly mitigate the effects of this curse by simply wearing clothes. Unfortunately, clothing isn’t typically 100% light-proofed, and they can still be hindered while in bright light.</p><p></p><p>Darklings like to live in the dark. Typically below the ground, underneath cities, where they find themselves drawn to lives of crime. As such, most of the plot hooks you can imagine for a typical thieve’s guild would apply. There are, however, a few unique things you can do. PC’s try to uncover the identity of a masked person, going so far as to unmask them, only to see the creature scream and age before their eyes. Or perhaps the PC’s need to generate a lot of light in a short amount of time, leading them on a quest to break the curse, which would presumably release the light that was once bound inside the darklings.</p><p></p><p>In combat, Darklings act much the same way a Rogue would, albeit streamlined a bit. Sticking to the shadows (or else they suffer disadvantage) and attacking with daggers. Remember that daggers can be thrown, and that Monsters have an arbitrarily high number of them so they can keep tossing them in combat as the need arises. The major difference is their Death Flash ability, which incinerates their body and all of their (non-magical) worn equipment, and blinds anyone caught within the blast. I would imagine that Darklings who are near death become reckless, doing anything they can to keep their comrades away from the horrific explosion of light that is about to engulf their soon to be pile of ash. Which when you think about it, is the absolute worst part of the curse. When they are finally confronted with death, their kin cannot offer comfort in those final moments, lest they become victims themselves.</p><p></p><p>Darkling Elders</p><p></p><p>The bigger and badder relatives of the Darklings, Darkling Elders undergo a ritual to make them taller. If the ritual succeeds, they siphon off some of that accumulated light energy, and gain some new powers in the process. If it fails, they die.</p><p></p><p>In combat the Elder will cast Darkness, mostly because it’s a great offensive and defensive tool to any creatures that have Blindsight. However, they actually lack the Light Sensitivity trait that the other Darklings have, meaning they don’t suffer disadvantage in bright light, should that situation arise. Elders are a melee creature, and sport a Multiattack to back that up. Like the standard Darkling, they have a Death Burn, which will burn their corpse to ash. Unlike the Darkling, they also do radiant damage to anyone unlucky enough to be within the blast, which could set off a chain reaction of death if a bunch of wounded Darklings are standing next to each other.</p><p></p><p>Darklings really do live up to their name.</p><p></p><p><s>Neither of the Darkling stat blocks were significantly changed in the reprinting.</s> The Statblock sfor Darklings in this book are the same as their statblocks in Wild Beyond the Witchlight, which was revised to remove the advantage requirement for their extra damage, and changed their extra damage into necrotic.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8586211, member: 53176"] [HEADING=2]Darklings (VGtM, WBtW)[/HEADING] Darklings are fey creatures with a very peculiar curse. They absorb light, but instead of getting tan when they do so, they become wrinkly. Much like how we become wrinkly with age. I think Fey are technically immortal in this edition, but being old forever has got to be one of the worst forms of immortality. Fortunately they can significantly mitigate the effects of this curse by simply wearing clothes. Unfortunately, clothing isn’t typically 100% light-proofed, and they can still be hindered while in bright light. Darklings like to live in the dark. Typically below the ground, underneath cities, where they find themselves drawn to lives of crime. As such, most of the plot hooks you can imagine for a typical thieve’s guild would apply. There are, however, a few unique things you can do. PC’s try to uncover the identity of a masked person, going so far as to unmask them, only to see the creature scream and age before their eyes. Or perhaps the PC’s need to generate a lot of light in a short amount of time, leading them on a quest to break the curse, which would presumably release the light that was once bound inside the darklings. In combat, Darklings act much the same way a Rogue would, albeit streamlined a bit. Sticking to the shadows (or else they suffer disadvantage) and attacking with daggers. Remember that daggers can be thrown, and that Monsters have an arbitrarily high number of them so they can keep tossing them in combat as the need arises. The major difference is their Death Flash ability, which incinerates their body and all of their (non-magical) worn equipment, and blinds anyone caught within the blast. I would imagine that Darklings who are near death become reckless, doing anything they can to keep their comrades away from the horrific explosion of light that is about to engulf their soon to be pile of ash. Which when you think about it, is the absolute worst part of the curse. When they are finally confronted with death, their kin cannot offer comfort in those final moments, lest they become victims themselves. Darkling Elders The bigger and badder relatives of the Darklings, Darkling Elders undergo a ritual to make them taller. If the ritual succeeds, they siphon off some of that accumulated light energy, and gain some new powers in the process. If it fails, they die. In combat the Elder will cast Darkness, mostly because it’s a great offensive and defensive tool to any creatures that have Blindsight. However, they actually lack the Light Sensitivity trait that the other Darklings have, meaning they don’t suffer disadvantage in bright light, should that situation arise. Elders are a melee creature, and sport a Multiattack to back that up. Like the standard Darkling, they have a Death Burn, which will burn their corpse to ash. Unlike the Darkling, they also do radiant damage to anyone unlucky enough to be within the blast, which could set off a chain reaction of death if a bunch of wounded Darklings are standing next to each other. Darklings really do live up to their name. [S]Neither of the Darkling stat blocks were significantly changed in the reprinting.[/S] The Statblock sfor Darklings in this book are the same as their statblocks in Wild Beyond the Witchlight, which was revised to remove the advantage requirement for their extra damage, and changed their extra damage into necrotic. [/QUOTE]
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