Dark Eye

This pale-skinned humanoid is swathed in dark robes. Beneath its hood, its face is a grotesque mask. Smooth, featureless flesh is where one eye would be; the existing eye is a black pit that swallows both light and hope.

Some dark folk carry a stronger measure of shadow in their souls, and it grants them the gift of sight, at the cost of one of their eyes. Staring into that eye threatens to draw the viewer in to its doom.

Dark folk arose when a line of human wizards swore allegiance to shadow gods and passed this shadow power to their children. Easily mistaken for humans at a glance, the dark folk long ago diverged from their ancestors.

Shadows among Light. Dark folk most often live near humanoid settlements. They worship the powers of darkness and shadow in secret, spreading their corruption in the dead of night and in darkened cellars. They often work nocturnal jobs as undertakers, night soil collectors, alchemists, or night watchmen, escaping the unrelenting glare of the sun.

Darkened Blood. Sometimes a family line carries the tiniest seed of darkness, and a dark folk is born. These pale children face difficult lives, often singled out and shunned by peers for the dark nature they can’t ever fully hide. Though most dark folk look human, dark folk can descend from any humanoid (though they lose all traits associated with their heritage).

Dark Eye

Medium humanoid (dark folk), neutral evil
Armor Class 16 (breastplate)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
10 (+0) 14 (+2) 15 (+2) 9 (-1) 13 (+1) 16 (+3)

Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
Languages Common, Umbral
Challenge 3 (700 XP)

Dark Devotion. The dark eye has advantage on saving throws against being charmed or frightened.

Gaze of Shadows. When a creature that can see the dark eye’s eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn’t incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn’t incapacitated.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.

Sunlight Sensitivity. While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The dark eye makes two attacks with its dagger.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.

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