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Speaker to the Darkness

Small · Humanoid · CR 5 · Chaotic Evil

Source. Creature Codex
Armor Class
16 (scale mail)
Hit Points and Hit Dice
135 (18d6+72)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Chaotic Evil
XP 1800
Initiative Bonus +3

Movement

Walk 25 ft (7.6 m)
Swim 12 ft (3.7 m)
Climb 12 ft (3.7 m)
Crawl 12 ft (3.7 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Dexterity +6 Charisma +7

Skills

Perception +2

Languages

Abyssal, Deep Speech, Undercommon

Resistances & Immunities

Damage Vulnerabilities
radiant
Condition Immunities
frightened

Traits

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

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.

Multiattack

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

Quarterstaff

+3 to hit, reach 5 ft (1.5 m). Hit: 1d6 plus 2d8 necrotic damage.

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

+6 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d6+3 bludgeoning damage.

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

About Speaker to the Darkness

Speaker to the Darkness is a small humanoid with a Challenge Rating of 5. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 135 hit points (derived from 18d6+72).

Speaker to the Darkness has communication capabilities including Abyssal, Deep Speech, Undercommon. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Speaker to the Darkness

2 tips available

When using Speaker to the Darkness in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Speaker to the Darkness

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Speaker to the Darkness?
Speaker to the Darkness has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Speaker to the Darkness?
Speaker to the Darkness is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Speaker to the Darkness speak?
Speaker to the Darkness can communicate in Abyssal, Deep Speech, Undercommon.

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