Darkling (3.5e Creature)
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|Outsider 3/Rogue 3|
|NE Small Outsider (Evil)|
|Init/Senses||+5/Listen +1, Spot +1|
|AC||18, touch 18, flat-footed 13|
|hp||24 (3d8+3d6 HD)|
|Speed||40 feet base speed|
|Melee||2 claws +10 (1d2+1)|
|Special Actions||Darkness, Possession, Shadow Slip, Sneak Attack +1d6|
|Abilities||Str 12, Dex 20, Con 10, Int 16, Wis 12, Cha 8|
|SQ||Darkvision 120 ft., Neg. Energy Immunity, Pos. Energy Vuln. 50%, Damage Reduction 5/Pos. Energy, Evasion, Trapfinding, See Invisibility|
|Feats||Dodge Weapon Finesse|
|Skills||Balance +11, Climb +7, Disable Device +9, Escape Artist +11, Hide +17, Jump +7, Knowledge (The Planes) +6, Move Silently +17, Open Lock +11, Search +9, Tumble +11|
|Advancement||by character class (rogue)|
|Darkness(Sp)||A Darkling Scout can use Darkness three times per day (caster level 3).|
|Possession(Su)||A unique ability found only among Darklings, they are capable of "possessing" certain creatures and basically using them as their new bodies. A Darkling can only possess a creature that is one size level bigger than it or smaller and only if it has two HD more than it or less. Also, this creature cannot be an outsider (but can have outsider blood, as in the case of possessing half-celestials, half-fiends, and planetouched) or be undead in any way. When the Darkling attempts to possess a creature, the creature must make a Will Save with the DC equivalent to 11 + the Darkling's HD. If the creature succeeds, the Darkling is repelled and stunned for an amount of rounds equal to the difference between the DC and the Will save result. If the creature fails, the Darkling takes control of that creature, altering its alignment, base will save, weapon and armor proficiencies, spellcasting ability, and any ranks in skills that use INT, WIS, or CHA as the base skill modifier to match the Darkling's. Base attack bonus, base fortitude and reflex saves, special attacks, and any ranks in skills that use STR, CON, or DEX remain the same. The creature's ability scores are altered by the Darkling's ability score modifiers, and the Darkling's special and racial qualities are added to the creature's special and racial qualities. If the creature had any levels in spellcaster classes (Paladin and Ranger only count as spellcasting classes if the level was high enough that the creature gained spells), the levels are automatically converted to Outsider hit die. The creature also no longer needs to eat, sleep, or drink, although they do need to rest for two hours per day. If the possessed creature is knocked unconscious by means of nonlethal damage, the Darkling is forced out. A Darkling can also unpossess its host willingly as long as it is not under stress (such as in combat or if casting a spell).|
|Shadow Step(Su)||If a Darkling Scout is inside of a shadow, it can travel as if it were moving normally through it by fusing itself with it, ignoring area of affect spells, traps, attacks of opportunities, and anything else that requires the Darkling to physically pass through it to activate its effect or to be harmed by it. If the shadow is lit up, the Darkling Scout is forced out to the nearest space within five feet that is not occupied by another creature, object, or wall and takes 1d6 Positive Energy damage.|
|See Invisibility(Su)||A Darkling Scout is considered to have See Invisibility cast on it at all times, caster level equal to number of hit dice.|
Strategies and Tactics
Darkling Scouts always attack in groups with 1d4 other Darklings, usually composed of a Darkling Warrior, Cleric, Berserker, and Mage, but can also team up with any other Darklings. They prefer to wait until they can flank their enemies using their Shadow Step supernatural ability or Darkness spell-like ability, where they'll attack with their sneak attack since their normal attacks don't do much damage. However, if a rogue of similar size and level is among its enemies, it will attempt to possess it to gain usage of his or her weapons and armor.
Environment: Darkling Scouts are found in any environment on the rare occurance they appear on the normal Material Plane, although they mainly reside in the Dark Material Plane, a shadowy, mirror version of the Material Plane.
Typical Physical Characteristics: Darklings in typical have red eyes (number depends on type). Scouts have two, and their form is always comprised of a pitch-black, semi-morpheous substance that only seems fully vulnerable to positive energy. They're bipeds, but they still always move on all fours to make retreating and scoting easier. They also have what seem to be antennae on their heads, face, and backs; these are a sort of transmitter that allows them to communicate with Darkling Receivers in the Dark Material Plane (see below). They are very sensitive, and if struck, cause the Scout great pain (Critical Hits strike these areas).
Alignment: Darkling Scouts are always of Neutral Evil alignment. They are born from the essence of evil in the Dark Material Plane, and are neither Lawful or Chaotic, representing the order needed to be a scout, but the chaos that is typical of rogues.
Darkling Scouts are perhaps the most commonly known Darklings, although few know of the Darklings altogether. Scouts are the most easily dispatched Darklings (not saying that they're altogether easy to dispatch), but are able to fit through the tears in the Material/Dark Material Plane gates the easiest, making them suitable for scouting out the Material Plane and often know a few of the languages of the creatures on the Material Plane, Common almost always being one of them.
While Darklings are the best suited to moving about the Material Plane, they are still considered lowest on the hierarchy that is the Darkling rule.
A normal Darkling Scout "lair" would actually most likely be a sort of barracks, built with black and red metal that is rusting and sometimes falling apart. However, this doesn't seem to bother them one bit - the Scouts are usually ready to attack at once should any non-Darkling being enter.
Darkling Scouts don't wear clothes or armor; as a result, they never carry anything on them that they can't hold in one hand, which is rare, since they prefer to keep both hands free to move quickly and attack quickly.
Creatures As Characters
It's not recommended that DMs allow their players to play as Darklings or even Darkling-possessed creatures. Darklings themselves are slain on sight no matter what alignment the person is, and Darkling-possessed creatures are also slain, or at the least beaten to free the creature from the possession. However, if the campaign setting is all right with the Scout, then the following should be used and use the rules for a Darkling's possession to alter a base creature's stats.
- +4 DEX, +4 INT, -2 CON, -2 STR.
- Small size.
- A Darkling Scout's base land speed is 40 feet.
- Darkvision out to 120 feet.
- Racial Hit Dice: A Darkling (Scout) begins with three levels of outsider, which provide 3d8 hit dice, a base attack bonus of +3, and base save bonuses of Fort +1, Refl +1, and Will +1.
- Racial Skills: Darkling Scouts gain a +4 bonus to Hide and Move Silently checks.
- Racial Feats: A Darkling Scout gains feats according to its class levels.
- Special Attacks (see above): Darkness, Possession, Shadow Step
-Special Qualities: Immunity to Negative Energy, Vulnerability to Positive Energy 50%, DR 5/Positive, Natural Armor +2, See Invisibility
- Automatic Languages: Darkling. Bonus Languages: Any
- Favored Class: Rogue.
- Level Adjustment: +3
If a Darkling Scout is too weak for an encounter, campaign, or module, use a Darkling Hunter instead of increasing the strength of the Scout.