Speaker to the Darkness

Small Humanoid (derro), chaotic evil

Armor Class 16 (scale mail)

Hit Points 135 (18d6+72)

Speed walk +25

Challenge 5

STR
11
+0
DEX
16
+3
CON
18
+4
INT
10
+0
WIS
9
-1
CHA
18
+4

Saving Throws cha +7, dex +6

Skills perception +2

Damage Vulnerabilities radiant

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 12

Languages Abyssal, Deep Speech, Undercommon

Special Abilities

Boon of the Bat. A creature struck by one of the speaker to the darkness' attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker's next turn.

Actions

Multiattack. The speaker to the darkness makes two quarterstaff attacks or two sling attacks.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Drawn from Beyond (Recharge 5-6). The speaker conjures up to 3 ghasts. The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker's commands, and it is immune to their Stench. It can't have more than 3 ghasts conjured at one time.

Extinguish Light (1/rest). The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet. This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness.

Source: Creature Codex · OGL/Open