Derro Shadow Antipaladin 2014
CR 5 humanoid
Small humanoid, chaotic evil
Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one.
The derro has advantage on saving throws against being charmed or frightened.
The derro has advantage on saving throws against spells and other magical effects.
The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).
the derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:
- 1st Level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite
- 2nd Level (2 slots): aid, crown of madness, darkness, magic weapon
While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The derro makes two scimitar attacks or two heavy crossbow attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.
Environments: Caves, Ruins, Underworld
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details