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View Full Version : DM Help Fixing a few dents and inconsistencies on a homebrew Darkling and a Quickling



HoboKnight
2022-08-22, 08:07 AM
Heyya,

So, my party is in Feywild and I want to introduce a combat encounter with Quicklings and Darklings. I scavenged the web to find some nice homebrew for them and I found these two guys, who are IMHO off in several ways.

Quickling has a weird array of spells. I have no clue on how could he use those spells in combat. Also, since there is a number of good optimisers on this forum - got any advice for a fella on how to run these quicklings? Can their speed benefit them in combat and how?

Darklings look of, but CR is completely off IMHO. 8d4 poison damage at CR 1/2? This is just silly. So CR approximation would be most welcome here. As well as an advice on how to run these guys.

Also, I intend to use these guys vs 5 lvl7 PCs (Ftr, ftr, clr, artif, wiz). You got any gage on what number of these two would make a solid challenge for such a party?

Thanks!

Stats:

Quickling Small fey, chaotic neutral
Armor Class 14
Hit Points 16 (3d6 + 6)
Speed 100 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 11 (+0) 18 (+4) 12 (+1)

Saving Throws Dex +6
Skills Acrobatics +8, Sleight of Hand +8, Stealth +8
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 14
Languages Aklo, Common, Infernal
Challenge 1 (200 XP)

SPECIAL TRAITS

Cunning Action. A quickling can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Innate Spellcasting. A quickling’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: dancing lights, fire bolt, minor illusion
3/day: burning hands
1/day each: levitate, shatter
Magic Weapons. A quickling’s weapon attacks are considered magical for the purposes of overcoming damage resistances and immunities.
Supernatural Speed. A quickling’s supernatural speed means that attacks have disadvantage against it as long as it is not grappled or restrained. If a quickling does not move over the course of its turn, it is invisible until the end of its next turn, or until it moves or takes an action. In addition, if a quickling fails its saving throw against the slow spell, it cannot use the benefits above and is poisoned until the slow effect on it ends.

ACTIONS

Multiattack. The quickling makes three attacks.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage and target must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.


ABOUT

The quickling is an evil faerie creature that hates all other races (especially other fey). How they came to be evil and malign is still a mystery, but legend speaks of the first quicklings as being great sorcerers. Elven scholars believe these quickling sorcerers unleashed some spark of the arcane that was never meant for mortal creatures. Quicklings resemble small elves with large ears that rise to points above their heads. Their skin is pale blue to blue-white, and their hair is either silver or white. They prefer clothes of bright and boisterous colors; reds, yellows, silvers, blacks, and blues are among their favorites. Quicklings never wear armor.




DARKLING Medium fey, chaotic neutral

Armor Class 14 (leather armor)
Hit Points 13 (3d6 + 3) or 16 (3d8 + 3)
Speed 30 ft. or 40 ft.

Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Elvish, Sylvan
Challenge 1/2 (100 XP)

Death Flash. When the darkling dies, nonmagical 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 and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.

Foreseeing (suggested). The darkling can predict what is about to happen. The darkling is always successful on Dexterity saving throws and has advantage on ranged weapon attacks.

Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Ambusher (suggested). The darkling has advantage on Stealth skill check.
ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
Poisoned Dagger (suggested). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. The target must make a DC 10 Constitution saving throw or take 20 (8d4) poison damage and suffer the poisoned condition.

Evil Eye (suggested). One target within 60 feet of the darkling must make a DC 10 Charisma saving throw. If the target fails the saving throw, then it will have disadvantage on saving throws and hit rolls until it takes a short rest.

Dualight
2022-08-22, 04:10 PM
Why do you want to use homebrewed versions? both can be found in Volo's Guide to Monsters. (Darkling p.134, Quickling p. 187).

HoboKnight
2022-08-23, 05:11 AM
Why do you want to use homebrewed versions? both can be found in Volo's Guide to Monsters. (Darkling p.134, Quickling p. 187).
Actually, that is a really cool idea. Thanks.

Dualight
2022-08-23, 11:15 AM
Glad to help.