Derro Shadow Antipaladin¶
This blue-skinned creature resembles a stunted dwarf. Its eyes are large and its hair wild, and both are colorless. The expression on its face is a terrible rictus of madness and hate.
All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods.
Herald of Madness. The derro shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren’t swaggering warriors encased in steel or their dark reflections. Instead, a shadow antipaladin serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin’s wake.
Derro Shadow Antipaladin¶
Small humanoid (derro), chaotic evil
Armor Class 18 (breastplate and shield)
Hit Points 82 (11d6 + 44)
Speed 30 ft.
|11 (+0)||18 (+4)||18 (+4)||11 (+0)||5 (-3)||14 (+2)|
Saving Throws Str +3, Wis +0, Cha +5
Skills Perception +0, Stealth +7
Senses darkvision 120 ft., passive Perception 10
Languages Derro, Undercommon
Challenge 5 (1,800 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:
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.
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.