The statistics block below contains details for more than one type of dark one. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Dark Creeper ⬇️ Small Humanoid |
Dark Stalker ⬇️ Medium Humanoid |
|
|---|---|---|
| Hit Dice: | 1d8+1 (5 hp) | 3d8+3 (16 hp) |
| Initiative: | +3 | +7 |
| Speed: | 30 ft. (6 squares) | 30 ft. (6 squares) |
| Armor Class: | 17 (+1 size, +3 Dex, +2 leather armor, +1 natural), touch 14, flat-footed 14 | 17 (+3 Dex, +2 leather armor, +2 natural) touch 13, flat-footed 14 |
| Base Attack/Grapple: | +0/–3 | +2/+4 |
| Attack: | Dagger +2 melee (1d4+1), or dagger +2 ranged (1d4+1) | Short sword +4 melee (1d6+2 plus poison), or javelin +5 ranged (1d6+2 plus poison) |
| Full Attack: | Dagger +2 melee (1d4+1), or dagger +2 ranged (1d4+1) | Short sword +4 melee (1d6+2 plus poison), or javelin +5 ranged (1d6+2 plus poison) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Shadow cloak, sneak attack +2d6 | Fog cloud, poison use, shadow cloak, sneak attack +2d6 |
| Special Qualities: | Blindsight 60 ft., evasion, light sensitivity | Blindsight 60 ft., light sensitivity |
| Saves: | Fort +1, Ref +7, Will +2 | Fort +2, Ref +8, Will +3 |
| Abilities: | Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 10 | Str 14, Dex 17, Con 13, Int 13, Wis 14, Cha 16 |
| Skills: | Hide +8, Listen +3, Move Silently +4, Sleight of Hand +4, Spot +3, Tumble +6; racial bonuses | Hide +6, Listen +5, Move Silently +6, Sleight of Hand +6, Spot +5, Tumble +6; racial bonuses |
| Feats: | Improved Initiative | Improved Initiative, Lightning Reflexes |
| Environment: | Any underground | Any underground |
| Organization: | Solitary, band (2–5 plus 1 dark stalker), or tribe (20–80 plus 2–5 dark stalkers) | Solitary, band (1 plus 2–5 dark creepers), or tribe (2–5 plus 20–80 dark creepers) |
| Challenge Rating: | 4 | 5 |
| Treasure: | Standard | Standard |
| Alignment: | Usually chaotic neutral | Usually chaotic neutral |
| Advancement: | By character class | By character class |
| Level Adjustment: | +4 | +5 |
Dark Creeper • Dark Stalker
Dark ones are a mysterious race of beings that inhabit the Underdark. Their only contact with other races occurs when they defend their homes and steal trinkets from enemies under the cover of darkness.
Dark ones despise illumination of all kind and attack anyone that uses a torch, a lantern, or a spell that creates light. Dark ones do not molest a party of characters traveling without the use of artificial light sources, such as through the use of darkvision.
Dark ones speak their own language and appear to understand Undercommon, although they have never been heard to speak it.
Dark ones are extremely stealthy, but cowardly. They prefer to fight under the cover of complete darkness and flee when the odds turn against them. They are masters of ambush and often pick off individuals from the shadows.
Shadow Cloak (Su): Three times per day, a dark one can wrap itself in a cloak of shadows that grants it concealment from its foes. In shadows or darkness, the shadow cloak gives the creature total concealment (50% miss chance for attackers). In bright light, the shadow cloak provides only concealment (20% miss chance). Darkvision does not negate the dark one’s concealment, since the shadow cloak is formed from magical darkness. Creatures that can see in magical darkness, such as devils, do not have a miss chance when striking a dark one.
Light Sensitivity (Ex): When exposed to sunlight, or to light equivalent to a daylight spell, a dark one takes a –2 morale penalty on all attacks, saves, checks, and damage rolls.
Skills: When in shadowy areas, a dark one has a +8 racial bonus on Hide checks and a +4 racial bonus on Move Silently checks.
Dark creepers are stunted humanoids that lurk in the shadows and blackness of the Underdark.
They are small and slightly built, with pallid skin, large noses, and sinister eyes beneath hairy brows. Instead of feet, dark creepers have small black hooves, though the hooves are soft and do not make noise on stone. They wear only black and cover themselves completely with dark wraps, cloaks, and turbans.
Dark creepers hide in shadows before attacking the exposed flank and rear of their opponent.
A dark creeper’s favored class is rogue. A dark creeper PC’s effective character level (ECL) is equal to its class level + 4. Thus, a 1st-level dark creeper rogue has an ECL of 5 and is the equivalent of a 5th-level character.
Dark stalkers are the enigmatic leaders of the dark ones, although it is difficult to tell whether they actually belong to the same race as dark creepers.
Dark stalkers appear human in almost every way, and they stand head and shoulders above their dark creeper kin. They have dusky skin and lack the hooves of dark creepers. Dark stalkers cover themselves head to toe in black, somber clothing and never willingly reveal their faces.
Dark stalkers lead dark creepers into battle, and they place poison on their short swords to deal terrible wounds. They use fog cloud to escape from powerful opponents.
Fog Cloud (Sp): Twice per day, a dark stalker can use fog cloud as the spell cast by a 5th-level sorcerer.
Poison Use (Ex): Dark stalkers never risk accidentally poisoning themselves when applying poison to a blade. They typically use shadow essence poison (Fort DC 17, initial damage 1 point of Strength drain, secondary damage 2d6 points of Strength damage) on both their swords and their javelins. A dark stalker usually enters combat with its blade and four javelins coated with poison.
A dark stalker’s favored class is rogue. A dark stalker PC’s effective character level (ECL) is equal to its class level + 5. Thus, a 1st-level dark stalker rogue has an ECL of 6 and is the equivalent of a 6th-level character.
Source: Fiend Folio, page 37. Changes applied as per the D&D® v.3.5 Accessory Update. Changed the shadow cloak special quality’s nine-tenths concealment to total concealment and one-half concealment to concealment to adhere to version 3.5 standards.