Deep Dive - The Darkling (Dark Ones)

Deep Dive - The Darkling (Dark Ones)

The Darklings, or Dark Ones, or simply Dark Creeper, are a group of enigmatic humanoids with cloven feet and a desire to be part of the shadows. They hate and despise all light, and that’s the best way to find them in the Underdark. Of course, they’ll have a dagger in your back and be quickly trying to destroy your light and steal all your magic items, but those are trade-offs you have to make if you are trying to learn more about these strange shadow creatures.

We are aware that there are some disagreements on whether Dark Ones and Darklings are the same creatures, but we believe that they are. While their lore has changed quite a bit between the editions, the vibes and artwork all remain the same. This has happened with many other monsters like the aboleth (once scientific aberrants), sorrowsworn (emo demons turned goth angels turned raw shadow emotions), star spawn (once literal spawns of eldritch stars), and even the Mercane (whose original name was the arcane).

1e - Dark Creeper

Frequency: Rare
No. Appearing: 1 (20-80 see below)
Armour Class: 0 (or 8 - see below)
Move: 9"
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: See below
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: See below
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Average
Alignment: Chaotic neutral
Size: S (4'tall)
Psionic Ability: Nil
Level/X.P. Value: III/110+2 per hit point

Dark Creeper / Fiend Folio, 1981 TSR Inc. / Russ Nicholson

First found in the Fiend Folio (1981), we are given our first look at the Dark Ones though there are only two of them and they are known as the Dark Creeper and Dark Stalker. While they have a name for their race, at least, people believe they do, no one knows it. In fact, outsiders know very little about the Dark Ones because they speak a language that is incomprehensible to linguists. So the names Dark Creeper and Dark Stalker are the names given to their kind by outsiders. 

These creatures habitually don somber, dark-colored attire to obscure their pallid skin, despising light and preferring to dwell deep underground. Dark Creepers are dwarf-sized humanoids, while the Dark Stalkers are human-sized, which immediately draws your attention to how tall they are. While the Dark Ones prefer to be solitary, we get it, there are rumors that there are Dark One villages deep underground with up to 80 of them in one place. In each of these villages, a Dark Stalker rules, probably with an iron fist if they are anything like us. Then again, they might be benevolent, we don’t know for sure.

Dark Creepers love magic items, so it makes sense that all of them are basically 4th-level thieves and can even detect magic items near them. This is probably why their first goal in any encounter is to destroy any illumination, steal any small magic items they detect, and then somehow escape with their lives. And that last part isn’t always required since, apparently, self-preservation is not at the top of that list. We aren’t so sure this information can be trusted, especially since the sage writing the Fiend Folio didn’t even bother to get the name of their kind, but there you have it.

If you do end up fighting a Dark Creeper, we hope you can see in some powerful magical darkness. A Dark Creeper has the innate power to create darkness three times a day, even forcing magical light to become extinguished. While the lights are out, the Creepers swoop in, steal your stuff, and then run away. You can chase them, but good luck stumbling around in the dark when you realize they also smashed your lantern and stole your flint.

Dark Stalker / Fiend Folio, 1981 TSR Inc. / Russ Nicholson

If you stumble across a band of Dark Creepers, you are going to find a Dark Stalker leading them. Dark Stalkers are the tall ones in the back giving orders. We aren’t sure if the two are the same race, and the text says that Dark Stalkers only breed with other tall Dark Stalkers, but the two seemed to be linked somehow. In addition, Dark Stalkers are always in charge because they are the tallest. We suppose a form of government based on who can reach the top shelf is a decent idea compared to all the other governments we’ve tried. 

Lastly, if you happen to kill a Dark Creeper or Stalker, get ready as they explode in a burst of light. A Creeper’s explosion is just a bright flash of light that leaves people blind for up to six turns. A Stalker’s death burst is a bit more catastrophic as it bursts into a 3-damage dice fireball which is quite the explosive exit.

2e - Dark Stalker

Climate/Terrain: Temperate/Subterranean
Frequency: Very rare
Organization: Leader (see below)
Activity Cycle: Night
Diet: Scavenger
Intelligence: Average (8-10)
Treasure: See below
Alignment: Chaotic neutral
No. Appearing: 1
Armor Class: 2 (10 see below)
Movement: 9
Hit Dice: 2 + 1
THAC0: 19
No. of Attacks: 1
Damage/Attack: 1-6 (Weapon)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Nil
Size: M (6’ tall)
Morale: Steady (12)
XP Value: 175

Dark Creeper / Monstrous Compendium Fiend Folio Appendix, 1992 TSR Inc. / Tom Baxa

Found in the Monstrous Compendium Fiend Folio Appendix (1992), the Dark Creeper and Dark Stalker remain mechanically unchanged. They’ve even kept their awful names. Luckily, we do get more lore on these creatures. Maybe someone finally found a few adventurers willing to go into the Underdark and interview a few of them. 

One thing to keep in mind is that if you do fight these creatures, any type of light will decrease their Armor Class, so you better keep a light source handy. Though, the first priority for any Dark Creeper or Stalker is to destroy any source of light, utilize their darkness ability, and steal anything that could potentially create light. While there is no reason given for their hatred of light, maybe they’ve been hanging out with vampires for too long or hate waking up in the morning.

After destroying light, their next priority is stealing any small magic items they can get ahold of. They like anything portable and powerful, like all of us, and they prefer daggers, rings, and jewelry. Though, don’t think that they are gentle about it. Dark Creepers are all about getting rings as quickly as they can, which means you may end up giving the Dark Creeper an extra finger with your ring. If you try to stop them, watch out because they only know how to fight until they explode or they flee. They don’t understand negotiating or surrendering. Of course, take that with a grain of salt. We know with experience our group of murderhobos never gives anyone a chance to surrender.

We also get a bit of information on their villages, which are loaded with traps, pits, and deadfalls. This is especially dangerous since their village is always cloaked in darkness, something that doesn’t bother the Dark Creepers since they can see through magical darkness. These villages are centered around a pit or crude stairway that leads deeper into the subterranean lands, which gives them a way to quickly escape in case they realize you don’t have any magic items to steal.

Dark Stalker / Monstrous Compendium Fiend Folio Appendix, 1992 TSR Inc. / Tom Baxa

While we get an entire page dedicated to the Dark Stalker, most of it is just rehashing information about the Dark Creeper. We do know that Dark Stalkers are considered to be ruthless and vicious masters, forcing all of the Dark Creepers to do manual labor for them. Many believe that Dark Stalkers are a powerful strain of Dark Creepers, or perhaps they are created through biological or magical transformations. Maybe when a Dark Stalker detonates into a mini-fireball, this light and magic is enough to trigger similar transformations in the other Dark Creepers, but really–no one knows where the Dark Stalkers come from or why they are so tall.

Because the Dark Ones will eventually be called Darklings, we feel that is only right to talk briefly about the Darkling in this edition, even if they have nothing in common with the Dark Ones. Found in the Ravenloft Monstrous Compendium Appendices I (1991), the Darkling is an exiled member of the Vistani, who is then consumed by the darkness of the lands and turned evil. They appear the same as they did before their transformation, but they are more gaunt and gray-tinged skin. Darklings look upon others as mere prey and believe that the Vistani are cruel people who should be destroyed.

Darkling / Ravenloft Monstrous Compendium Appendices I, 1991 TSR Inc.

Even though the Darkling was banished from the Vistani, they have managed to maintain some of that power, most notably the ability of foreseeing and the eye evil. With foreseeing, it's impossible to surprise the creature and it allows them to be excellent at ambushing others. Once they spot you, they give you an evil eye similar to the Vistani. This curses you, imposing a penalty on your attack rolls and saving throws if you fail your saving throw. This isn’t great if you are trying to fight for your life against a group of dangerous bandits led by a Darkling.

3e - Dark Ones (Dark Creeper)

Small Humanoid
Hit Dice:
1d8+1 (5 hp)
Initiative: +3
Speed: 30 ft.
AC: 17 (+1 size, +3 Dex, +2 leather armor, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–3
Attack: Dagger +2 melee, or dagger +2 ranged
Full Attack: Dagger +2 melee, or dagger +2 ranged
Damage: Dagger 1d4+1
Face/Reach: 5 ft./5 ft.
Special Attacks: Shadow cloak, sneak attack +2d6
Special Qualities: Blindsight 60 ft., evasion, light sensitivity
Saves: Fort +1, Ref +7, Will +2
Abilities: Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 10
Skills: Hide +8*, Listen +3, Move Silently +4, Sleight of Hand +4, Spot +3, Tumble +6
Feats: Lightning Reflexes
Climate/Terrain: Any underground
Organization: Solitary, band (2–5 plus 1 dark stalker), or tribe (20–80 plus 2–5 dark stalkers)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: 4

Dark Stalker & Dark Creeper / Fiend Folio, 2003 Wizards of the Coast / Scott M Fischer

Found once more in the Fiend Folio (2003), the Dark Ones are back to stab and steal and explode like a firework. They look much the same as they did before, wearing dark, somber clothing, sticking to shadows, and specializing in ambushing other creatures in the Underdark. Dark Creepers still have their hooves, though it explains that the hooves are soft and make no noise on stone, while Dark Stalkers look almost exactly like a human, except with dusky skin and gaunt faces.

What has changed for these creepy thieves is that they no longer can cast darkness as an innate spell. Instead, they are given the ability to wrap themselves in magical shadows, basically giving the Dark Creeper or Stalker the ability to cast darkness, but only on themselves and it isn’t quite as good. While normal total concealment grants 50% miss chance, they have a 40% miss chance while in shadows, or only 20% miss chance when in areas of bright light. 

After that, Dark Ones aren’t stabbing you for your magical ring. They have no magical sense and rarely attack adventuring parties in their subterranean lands… well, unless you have artificial light sources on you like lanterns, a light spell, or torches. If you are walking around with a night light, they will attack and destroy your light source. If you are walking around with just your darkvision, you are fine and they’ll leave you alone.

Lastly, they no longer explode like a balloon when they hit 0 hit points. We suppose that gives you as good a chance as any to study them, if you can ignore all the stab wounds, but it does seem odd to us that they have lost their death burst. It was a unique ability that set them apart from other humanoids who ambush creatures in the Underdark and hate the light, like the drow.

Dark Stalkers remain as enigmatic as ever. They are the leaders of the Dark Ones, though the sourcebook admits that it is difficult to tell if they are even the same race as the Dark Creepers. We suppose it is too much to ask them, especially since no one knows their language and, while they appear to understand undercommon, they refuse to speak it to outsiders.

If you are worried that that is all the time in the sun—shadows—for these shadow-wreathed humanoids, we have great news. In Dragon #322 (Aug 2004), Paul Leach wrote the Ecology of the Dark Ones article, piercing the shadowy lore of these photophobics. Also, you better watch out for all your valuables as this lore dump goes in hard about how they are all highwaymen, brigands, and thieves, stealing from distant travelers and killing any who don’t wish for their goods to be stolen.

Dark Creeper & Dark Stalker / Dragon #322, August 2004 Paizo Publishing / Peter Bergting

You may think of these creatures as evil, but they don’t see it the same way. They see city walls, written words, the worship of deities, and ‘normal’ surface folk activities as desperate attempts for security. Dark Ones don’t allow such things to hold them down or distract them. They have no qualms about moving their community, and when they do so, they leave no trace of their passing because they rarely, if ever, make modifications to force a place to suit them. They hold those creatures who do in contempt, that they are too scared to truly live life and fight to hold on to written words and traditions. Dark Ones have no recorded history, they don’t remember ancient heroes, rather, they choose to simply slip away into the shadows like previous generations.

Why they hate the light has been lost to history, with maybe even the Dark Ones not fully understanding it. Some believe it was because they turned their back on the gods, and were cursed to wander the Underdark. The Dark Ones see the sun as a merciless entity attempting to scorch away all life. Torches and magical light are simply weapons of the sun, and so it makes sense to them that those light sources should be extinguished forever.

In addition, the text talks about how they are two different species of the same race, perhaps in the same way that hobgoblins and goblins are the same race, but different species. However, there have been reports that Dark Stalkers will show child-like deference to Dark Creeper elders, so maybe that theory is wrong too. Regardless, Dark Ones do not share anything about their kind with outsiders. Perhaps they fear someone will write down such knowledge, which is anathema to their very being.

While there is plenty of more information in the Ecology article, the last thing we are going to share is that their death, while not as explosive as before, is still unique to them. When they die, their corpse begins emitting shadowy smoke, and after a month, their body is completely dissolved. They have a common saying amongst their kind, “Born of the dark, we return to the dark” which seems quite befitting for their ultimate demise.

Dragon #322, August 2004 Paizo Publishing / Peter Bergting

4e - Dark One (Dark Stalker)

Level 10 Lurker
Small shadow humanoid / XP 500
Initiative +14 / Senses Perception +7; darkvision
HP 81; Bloodied 40; see also killing dark
AC
24 (see also dark step); Fortitude 21, Reflex 24, Will 23
Speed 6
Scimitar (standard; at-will) ✦ Weapon +15 vs. AC; 1d8 + 5 damage (crit 1d8 + 13)
Dagger (standard; at-will) ✦ Weapon Ranged 5/10; +15 vs. AC; 1d4 + 5 damage
Dark Fog (standard; sustain minor; encounter) ✦ Zone Area burst 4 within 10; creates a zone of darkness that blocks line of sight (creatures with darkvision ignore this effect).
Killing Dark (when reduced to 0 hit points) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness.
Combat Advantage The dark stalker deals an extra 2d6 damage on melee and ranged attacks against any target it has combat advantage against.
Dark Step (move; at-will) The dark stalker moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.
Invisibility (minor; recharge 3-6) ✦ Illusion The dark stalker becomes invisible until the end of its next turn.
Alignment Unaligned / Languages Common
Skills Stealth +15, Thievery +15
Str 12 (+6) Dex 21 (+10) Wis 14 (+7) Con 15 (+7) Int 14 (+7) Cha 19 (+9)
Equipment black garments, scimitar, 4 daggers

Breaking tradition, the Dark Ones are found in the Monster Manual (2008), we suppose their run of Fiend Folios comes to an end when there are no folios to be fiendish around. This edition provides quite a few lore changes and, strangely, makes it so that Dark Creepers and Dark Stalkers are the same size. You might wonder who is in charge in their heightocracy, since we all know short creatures can’t govern themselves. Fear not, the shadar-kai are there to loom over the Dark Creepers and Dark Stalkers and guide them with their height.

Dark One / Monster Manual, 2008 Wizards of the Coast / Dave Allsop

Of course, their height-based hierarchy isn’t the only notable change. We get the return of their death burst ability! Though it isn’t quite the blinding flash people may want, but rather, they explode into a puff of darkness that blinds anyone too close (like the person who killed them). This makes more thematic sense, but it does lack a bit of the mystery of the light-burst.

The last thing to talk about in this book is that the Dark Ones are from the Shadowfell. They are found in various settlements, and in the same way that halflings live with humans, they live with shadar-kai. We guess their fierce xenophobia for basically everything that wasn’t a Dark One, shadows, or magical is gone.

In the sourcebook, Underdark (2010), the Dark Ones add the Dark Creeper Necromancer to their rosters. This Dark One summons forth undead, which makes sense since they are necromancers. In addition, while not much is shared about the Dark Ones, we do learn that they are happy to serve powerful creatures as they ‘take naturally to the role of underling’–big yikes on that phrasing. They are typically found serving undead lords or the incunabula, which are enigmatic humanoids that reside in tomblike cities beneath the Shadowfell in an area known as the Shadowdark.

Scepter Tower of Spellgard, 2008 Wizards of the Coast / Steve Prescott

If you were hoping for a few more Dark Ones to launch at your players, three more appear in Monster Manual 3 (2010) with the Hex Knight, Shadow Bolter, and Shadow Speaker. While it is exciting to have more creatures to TPK your group, the most exciting thing here is the lore. We learn that Dark Ones love going to the material plane, and not just because they want to work on their tan. They just love all the material possessions we have.

Dark One Hex Knight / Monster Manual 3, 2010 Wizards of the Coast / Tomas Giorello

The Dark Ones are infamous for being terrible artisans, that anything they create is shoddy and quickly breaks or becomes unusable. We don’t know why, but they have whatever the opposite of a Midas touch is. So to have all the nice things they like, like swords and armor, they go into the ‘Blinding Realm’ and become thieves, brigands, and kidnappers. Don’t worry, no kids are being napped. Instead, they are stealing artisans and carrying them over to their warrenlike lairs in the Shadowfell.

5e - Darkling

Small Fey, Typically Chaotic Neutral
Armor Class
14 (leather armor)
Hit Points
13 (3d6 + 3)
Speed
30 ft.
Str
9 (-1) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 12 (+1) Cha 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 must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.
Light Sensitivity.
While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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 plus 7 (2d6) necrotic damage.

Dark Stalker & Dark Creeper / Volo’s Guide to Monsters, 2016 Wizards of the Coast / Scott M Fischer

The Darkling first appears in Volo's Guide to Monsters (2016) before being reprinted in Mordenkainen Presents: Monsters of the Multiverse (2022) and, while it’s mechanical abilities are quite familiar, it’s lore is not familiar at all. We guess a sage finally went into the Underdark to figure out just what these creatures are after decades of just making stuff up. The Darklings are now fey creatures, but cursed fey creatures. As the story goes, a seelie fey creature named Dubh Catha, or Dark Crow, betrayed the Summer Queen. She was so pissed off she cursed him and every member of his house. We bet that made for an awkward holiday get-together.

Darklings hate the light, as the Summer Queen's curse causes them to age rapidly when exposed to sunlight, no matter how much sunscreen they put on. This is why they are always shrouded in layers, with only their eyes peering out into the world. They will risk exposure to light if it means they can gaze upon art and treasure of exquisite beauty, so we suppose their hatred for light has grown cold. Their affinity for darkness is why they prefer to live in the shadows, making them the perfect thief or assassin.

If a Darkling is exposed to light, not only does it age them, but it is stored in their body. You might understand where this is going. If you fight a Darkling and kill it, they explode, this time in non-magical light, like in past editions. This light they explode from is all the light they absorbed in their life. This results in the Darkling and everything on its person becoming ash. This makes adventurers everywhere sad because you can't loot the corpse.

Dark Stalker & Dark Creeper / Monsters of the Multiverse, 2022 Wizards of the Coast

We have to assume that a Darkling is a Dark Creeper, and that the Darkling Elder is a Dark Stalker. It’s nice that they finally got the memo that those names were pretty bad, but we aren’t so sure if Darkling is that much better. The Darkling Elder has similar abilities to the Darkling, but can now cast darkness, which gives it quite the leg-up over the shorter Darklings. Of course, they are both missing a way to cloak themselves in shadows, so that is problematic for these shadow-ambush creatures.

In addition, we now know what the deal is between Darklings and their Darkling Elders. They are the same race, and even the same species, it’s just that Darkling Elders, the Dark Stalkers in past editions, have undergone a special ritual where other Darkling Elders mark them with glowing tattoos, channeling absorbed light away from the body. If it is a success, the Darkling grows into the tall and fair form, similar to a gray-skinned elf but with cool tattoos that glow. Of course, if the ritual fails, the Darkling dies and probably detonates.

If you were hoping to run into a Darkling in your travels, they appear in the adventure Wild Beyond the Witchlight (2021). They show up as merchants, something we learned was a big no-no for them, but this edition seems to have thrown that out. The Darklig’s boss is a Darkling Elder, who is a thief by trade. He's got a nasty shadow, which he can cut loose to do his bidding, which includes murder. Oh, and one last thing. They travel by balloon. Who wouldn't want to travel the skies in a giant balloon?


While these creatures have wreathed themselves in shadow, they are slowly coming out into the light. While we may not know much about them, and what we do is maybe wrong, we do know that you should be careful with light around them. They are an enigmatic people, but everyone should know never to bring a torch when meeting them.

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Header Image: Scepter Tower of Spellgard (2008) Wizards of the Coast

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