Dark Creeper
The dark creeper (a folk name for the race since the race name is unknown and the race language incomprehensible to linguists) is a humanoid, slightly-built creature about the same height as a dwarf. Members of the race always dress in sombre, dark-coloured clothing, concealing as much of their pallid skin as possible. They detest light and dwell deep underground — usually leading a solitary existence though there have been rumours of underground villages inhabited by as many as 80 individuals, including 20%—25% females. These villages are always ruled by a dark stalker.
Petty Thieves
The dark creeper is particularly fond of small magical items such as rings and magic daggers — solitary individuals will carry 25% of their treasure in the copious pockets of their cloaks in the form of trinkets, small jewelry, gems and coins.
Dark Creeper
Small humanoid
Armor Class: 17 (13 in normal or better light)
Hit Points: 7 (2d6)
Speed: 20 ft
STR 8 (-1), DEX 16 (+3), CON 10 (+0), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Acrobatics +5, Perception +2, Sleight of Hand +5, Stealth +5
Senses: Darkvision 120 ft, detect magic 15 ft, passive Perception 10
Languages: Dark creeper, undercommon
Creature of Darkness
The creeper has the innate power to create darkness once per short or long rest — this power acts as the darkness spell, but does not affect dark creepers. During this time the creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on — any act which will inhibit the creation of illumination. Secondly, to steal any small magical items detected. Self-preservation ranks marginally above such objectives.
Armored in Shadow
The dark creeper adds +4 to its armor class when in dim illumination or darkness. They are experts in using the shadows as cover for their activity.
Heatless Fire
When the Dark Creeper dies, its body undergoes a rapid transformation, releasing the dark energies inside it. All within 10 feet tahe 3 (1d6) necrotic damage and are blinded one round, or half damage and no blindness if they make a CON save (DC 20)
Actions
Poisoned Dagger, melee weapon attack, +5 hit, 5 foot reach, 1 target, 5 damage (1d4+3 plus poison — save DC 10 or extra 2d6 poison damage).
Dark Stalker
Dark stalkers are the rarely-seen leaders of the dark creepers. They are nearly a race apart, for they breed almost exclusively amongst themselves. They are instantly noticeable amongst a group of dark creepers as they are man-sized and stand head and shoulders above their underlings.
There is an average of one dark stalker to every 25 dark creepers, and each dark creeper village will contain at least one stalker ruler. Stalkers will rarely be encountered on their own, but this has been known to happen as the stalker goes about some mysterious personal mission.
They fight with short swords if they must, and some of these are magical (25% chance). All of their treasure is carried — there is a 7% chance of a magical ring and a 12% chance of 2—5 gems or 1 —2 items of jewellery on any given individual encountered. If attacked in normal illumination, the dark stalker has AC8.
If killed, a dark stalker explodes in a blinding flash equal to a 3-dice fireball.
Dark Stalker
Armor Class: 16 (12 in normal or better light)
Hit Points: 23 (4d8+5)
Speed: 20 ft
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills: Acrobatics +4, Perception +2, Sleight of Hand +4, Stealth +4
Senses: Darkvision 120 ft, detect magic 15 ft, passive Perception 10
Languages: Dark creeper, undercommon
Creature of Darkness
The dark stalker has the innate power to create darkness once per short or long rest — this power acts as the darkness spell, but does not affect dark creepers. During this time the creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on — any act which will inhibit the creation of illumination. Secondly, to steal any small magical items detected. Self-preservation ranks marginally above such objectives.
Create Fog
The dark stalker can use the Wall of Fog spell once per short rest.
Armored in Shadow
The dark stalker adds +4 to its armor class when in dim illumination or darkness. They are experts in using the shadows as cover for their activity.
Heatless Fire
When the Dark Creeper dies, its body undergoes a rapid transformation, releasing the dark energies inside it. All within 10 feet take 10 (3d6) necrotic damage and are blinded one round, or half damage and no blindness if they make a CON save (DC 20)
Actions
Poisoned Shortsword, melee weapon attack, +5 hit, 5 foot reach, 1 target, 5 damage (1d6+2 plus poison — save DC 10 or extra 2d6 poison damage).