Derro Shadow Antipaladin
Small humanoid, chaotic evil
Armor Class
18 (breastplate and shield)
Hit Points
82 (11d6 + 44)
Speed
30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
11 (+0)
WIS
5 (-3)
CHA
14 (+2)
Senses
darkvision 120 ft., passive Perception 10
Saving Throws
Str +3, Wis +0, Cha +5
Skills
Perception +0, Stealth +7
Languages
Derro, Undercommon
Challenge
5 (1800 XP)
Evasive. 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.
Insanity. The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Shadowstrike. The derro’s weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).
Spellcasting. 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
Sunlight Sensitivity. While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The derro makes two scimitar attacks or two heavy crossbow attacks.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
Infectious Insanity (Recharge 5-6). 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.